Oh, I'm sorry Garry, I assumed that people who would be interested in this tip would already be familiar with skydomes and fogs. So I kept it a short. The object in the middle is no doorway, it's a reflecting cube with a simple frame around. This object is only there to check dof in reflection. The frame around the object is there to check problems when sharp and blurred objects meet.
The add distance line has been mentioned in this list before, it's not something that I invented. It's just that this concept made me think of the skydome and fog trick. Anyway to get dof in reflections add this code to your material: -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of studio Sent: dinsdag 6 maart 2007 23:44 To: [email protected] Subject: Re: tip about fog, skydome and DOF Hi Arjo : Well , I tried to understand your explanation , but not much luck . It does sound interesting though . You said : > Ofcourse the reflecting object has the add distance line in it's reflection material. What "add distance line" are you refering to ? Or did you mean to say that we have to add the line "Distance=Constant(0)" to the reflecting material also ? Or maybe to add the line "Turbidity=Constant()" ? Sorry if this is also a stupid question , but why does the sky and the fog look different when viewed through your "doorway object" ? Do the open doorways have a glass mat. or something ? Thanks in Advance . studio Hi, The following trick popped up in my mind: Imagine you have an outdoor scene with a skydome around and you want to use fog to add some haze to your scene. You can do that easily by using an atmosphere object with the fog material as provided in the library. Because of the distance of the skydome the texture on this dome will be wiped out by the fog. Imagine you want some haze in your image but the sky image should remain untouched. To get this done, add the following line in the properties shader of your sky material, stuck on the sphere representing the skydome: Distance=Constant(0) This will make the camera think that the skydome is close to the camera so it will not get washed out by the fog. The image shows a little extension on this idea. Now the distance is set at focus of the camera. I did this to avoid problems when I use DOF. If the distance is 0 the sky would get maximum blur. With a strong DOF this causes problems at the edges of the object that is in focus. But this will mean that another problem will show up. Now the fog will wash out the sky a bit. To overcome this problem I made a little change in the fog material. In the fog material you can find the line "Turbidity=Constant()". I replaced the line with a curve object, making the turbidity depend on the distance. Ofcourse the reflecting object has the add distance line in it's reflection material. ---------------------------------------------------------------------------- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.446 / Virus Database: 268.18.4/705 - Release Date: 2/27/2007 3:24 PM
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