I’m working on a video that is basically a POV submarine ride for an experience ride. For the underwater murk / ocean falloff I’ve been experimenting with rendering a depth or mist pass to then use this as a factor to overlay the colour and texture.
Below is my Node Setup:
This is the result of using the Z-Depth Pass:
and this is the result of the Mist Pass:
While the Mist pass has a better general fall off the Depth pass handles the smaller details better, as you can see the mist pass results in a lot of fine edges being eaten into and in some cases a slight outline or glow.
I’ve considered the route of using a genuine volume world but when I set it up I get a really black scene, even when density is turned all the way down to 0.1, also the colour setting seems to be backwards, finally it’s just much longer when it comes to rendering.
I’ve also read up on using Camera depth nodes for each of the materials but this whole project is going to be quite vast and I’m not keen on going that route, that is unless anyone can tell me otherwise.
This is in it’s infancy but I need to get a good basis setup as I will be using one big file and having my camera move through that.
I hope there is a good setup for cycles as I’ve been watching a lot of these VR videos like theBlu and Ocean Rift and they render good fall off in real time.
Cheers for any replies