I'm trying to flesh out a way to do a simple atmospheric fog in Houdini to show distance. I've seen examples of light fogs on a spotlight and similar effects, but I'm looking for something a little more simple, can even be a composite effect.
Can anyone point me in the right direction?
Simple Environment/Atmospheric Fog
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- bdunaway
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Yes you need to render out a Pz extra image plane. For the Pz image plane probably best to set the Pixel Filter to “Closest Sample Filtering” or minmax min (no antialiasing or feathering of edges which will return nonsense depth information).
There is a Fog COP that manipuates image pixels to simulate fog and expects a Pz channel to be present on the input image.
There is a Fog COP that manipuates image pixels to simulate fog and expects a Pz channel to be present on the input image.
There's at least one school like the old school!
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EDIT: Nevermind, used a Channel Copy node to just combine/swap what I needed before applying the Fog node.
New question about the Fog compositing node: Is there a way to use the color from one image/sequence and the Pz information from another image/sequence?
I've got a live shot of some foreground buildings and I'm adding 3D buildings in the background, and want to add some fog over both.
So I've got a color render of the live shot + bg buildings composited together which I want to add the fog too, and another render of the bg buildings + fake versions of the fg buildings with a Pz layer for the z-depth information.
New question about the Fog compositing node: Is there a way to use the color from one image/sequence and the Pz information from another image/sequence?
I've got a live shot of some foreground buildings and I'm adding 3D buildings in the background, and want to add some fog over both.
So I've got a color render of the live shot + bg buildings composited together which I want to add the fog too, and another render of the bg buildings + fake versions of the fg buildings with a Pz layer for the z-depth information.
Edited by - April 8, 2010 12:13:56
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