How can blender's point density node be efficiently used for creating fog simulation?

Hi everyone, I have been trying out blender’s point density node system to create a mist/fog simulation in blender by following a few tutorials online and experimenting things myself using texture coordinates and mapping nodes plugged to the point density node vector input and tweaking its settings, even adding force fields such as turbulence and wind to give it a bit of distortion and also trying other different things, but have not really achieved what i really want. This is what I’ve done so far, please i’d love to know better ways of improving this and making it more awesome, or if there’s any other way apart from point density i’d love to know thanks.


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You can throw another texture into the mix - perhaps some noise.


Another option is to just use a cube and drive the volume density using textures and ramps - rather than a particle system.


Wow, thanks a lot for this I’ll try them out. Am grateful