How to do a darker far away mountain?

Examples would be this https://image.shutterstock.com/image-photo/ricefields-davao-oriental-picturesque-roadside-600w-617034593.jpg

and this https://image.shutterstock.com/image-photo/rice-farm-hill-sky-600w-658092061.jpg

in both cases, the mountain far away is dark.

in the scene im making, the mountain mesh i made, no matter how far away it is, its lit the same with the hdri.

not sure what to do to get this effect?

What you’re looking for is called “atmospheric perspective”, here are some Blender specific resources:
https://www.reddit.com/r/blender/comments/4wb9vw/tips_on_creating_an_illusion_of_distance/
https://www.reddit.com/r/blenderhelp/comments/ljaqo9/how_would_you_achieve_this_kind_of_atmospheric/

https://www.reddit.com/r/blender/comments/tk79b4/how_do_you_make_a_sense_of_scale/

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huh. didnt know what its called. thanks.

BTW , can you take a look at this thread too? Keyframe position/ "layer"? - #2 by BaidDSB

most of these seem to use mist pass.

one of the two examples i showed dont have that and frankly, my scene doesnt have mist, not in the foreground at least.

not sure what i should do

Mist is just a name for this phenomenon. Air itself scatters light. if you scale the effect accordingly, you can get a nice effect:

without the mist pass:

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wait this can be done in just the compositor?

theres no need to add principled volume fog in the actual scene?

That’s the magic of the mist pass.

it’s not a true light scattering simulation, of course, but it is fast and works well for this situation.

but what if i want to do that through actual volume?

i set up my scene and did that, and the fog part is fine, density and all, but the color isnt.

i cant seem to darken the mountain far behind like in the examples i posted

Mist/volume scatter on its own tend to desaturate, lower contrast, and brighten the objects by distance. If you want to actually make it appear darker, you have to block out parts of the sun and sky in that area, and/or control exposure in post as a function of distance.

how do i do that?

In your examples, the mountains are heavily forested, which is making them darker.

add a darker material to make them darker.

you will note that the nearer mountains are still darker than the farther mountains, due to atmospheric light scattering effects:

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ya im looking for the effect of the far mountains, not the deeper green ones.

You can mock up some clouds to add in a sense of depth and scale:


image

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one of the two examples i showed dont have that and frankly, my scene doesnt have mist, not in the foreground at least.

Effect is basicly light scattering and absorption in atmosphere at long distances. Accurate way to do this volumetric is volume but in cycles it is very heavy to calculate whole scene and it make image more noisy

Mist just change the color based on distance. It works perfectly when scale is “human scale” and can be used to approximate light scattering and absorption.

What I mean “human scale” is that some distant mountains are a lot bigger and atmosphere higher density at lower altitudes is clearly visible, so mist layer doesn’t necessary work.

This can be solved by rendering distant objects in separate layers and adjust this in composite, render using Eevee or render volumetrics using Eevee in separate pass.

well i am going actual volumetrics.

but like i said in an older comment, i cant get the far away dark effect to work through the fog layer

but like i said in an older comment, i cant get the far away dark effect to work through the fog layer

This may be scaling problem. Volumetrics work well below 100 blender units. When air is clear there may be visibility to 100km, so you may like to work on scale where one blender unit is one kilometer. Mountains, clouds etc. are very big. If using cycles, check that you have volume bounces.

Of course this easily leads problem if you need to have smaller, detailed objects near camera, then you need to render multiple passes where different layers are made different scales.

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what if i just increase the clipping end to 5km and push the mountain to say 4.8 km?

the clipping isn’t the problem, the density of the volume shader is more likely the issue

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The blue light from the sky appears to be playing a part, I might suggest using a scaled icosphere with a sky texture instead and putting a sun as a main source of light.

@SterlingRoth @GruntAxeman @Onexiarc

here’s what it is currently.

its about 450m from the origin