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Blender: 3.62
Art Style: PS1/PSX
Game: Ecco The Dolphin: Defender Of The Future


I'm using the Principled Volume Shader on my World Node to achieve a colored fog effect. It's ok but i have 2 problems with the look...

  1. The fog starts immediately and not 5-10m away from the camera.
  2. Increasing density or emission strength drowns out any close by details because it's so intense.

My Render

Game Screenshot

World Node

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    $\begingroup$ I would probably do this with a Mist Pass in the Compositor. Much quicker to render and you can easily set from which distance of the camera it should start, how far it should reach and adjust it with a Color Ramp for example. $\endgroup$ Commented Nov 11, 2023 at 10:22

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Like Gordon Brinkmann said, the mist pass was 100% the way to go over the principled volume shader.

New Mist Pass Composite

Doesn't quite show the end result here but enjoy the nausea coaster :)
https://youtu.be/sd-1d8yoC-g

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