rendering fog... or mist
They are not the same horror movie.
The fog, the darker one, took 127 minutes to render 100 frames. The mist, the lighter one, took 21 minutes to render 100 frames.
HOW DO THEY DIFFER? - mist
The set up is completely different in that mist is a render pass that gets applied in Compositing.
Setup for Mist
1. In the render layers pannel turn on the Mist pass.
HOW DO THEY DIFFER? - fog
Fog, on the other hand is rendered along with the image. It is a volume attribute of the World’s cycles material. And being so, it is effected and affects the lights and objects in the final render… which acounts for the higher render time.
Setup for Fog
1. In the world pannel, for Volume: select Volume Scatter.
2. The volume scatter controls will appear and all things can be adjusted and animated.
Note how the light is affected by the Volume Scattering of the fog… just like fog… not unlike a typical December day in Skopje. Except in Skopje it is not fog… it’s air pollution… https://www.facebook.com/USEmbassyMacedonia/photos/a.440817292156.234912.119869762156/10155150933927157/?type=3&theater
Greater than
The math > used to define textures As well, the cube has a few Solidify modifiers creating the layering. source: https://www.youtube.com/watch?v=8aXv8_EZ1Lg
Micro-displacement
GREEBLE
displacement creating complex surfaces source: https://www.youtube.com/watch?v=A8rHPZGeqtg&t=638s
Notes:
1. create greeble
masking_with_Trans_lightPath_Node
Notes:
1. there are 4 objects; suzanne, cube, circle2, circle1.
2. circle 1 has a transparent noise texture that is animated.
3. circle 2 has a simple transparent
4. and the cube has an orange mat with a transparent mix with the fac effected by the transparent Depth in the scene. The Transparent depth in sent through a Math node Subtracting 2.000.
shadeless material
Notes:
There are two node trees. The top one the Diffuse BSDF is disabled so there is no fall off of the green color onto the ground plan. On the bottom one there the Diffuse BSDF is mixed with the Emission. The Emission light is canceled out by the Light path/Is Camera RAy. But the green from the Diffuse is still falling off to the ground plan.