Volume and composting problem

can someone tell me what is this and how to fix it ?

i have a scene were i am using volume material to create a simple smoke form

and i want to add on top of that a atmospheric mist using the composting

but this what i get

the volume is obscured by the sky or something whenever the volume is against the sky

i tried to use the depth instead but it doesn’t work like atmospheric mist

thank you for your time

Are you using EeVee?
I don’t see anything shown that could cause that.

Your Density for your smoke is far too high!

Are you using a Sky Texture for your World? Depending on the settings, that could be a possibility…

FYI, Cycles works far better.

yes i am using eevee and i have an 8k hdri for the sky

cycle works fine i could have used it , but it will go slow for my render work .

the i made a number of test on deferent files and found out that volume doesn’t work great with HDRI,s on EEVEE, not sure if its a bug or something else !

also when i render mist pass , it doesn’t see or count the volume objects as objects .

thy react like hidden objects that’s why i cant play with the mist and have it goes behind the volume !

That is a bit of overkill; you could use a 2k and have more memory for the Volumes.

Setting a Density of 10 makes an almost solid object.

Here I switched to EeVee and increased the density ( EeVee Thing)
Clamped down the color ramp and now you can see what the mist pass is doing…In Front and Behind Volumes.

Check in the world setting under mist pass.
Make sure it starts in front of the objects and ends a bit beyond…

Check in the Render setting under Raytracing and Volumes, the Resolution Setting, I use 1:1.

thats strange

the only thing i didn’t do is that the volume is set to to 1:2 to render fast

mist past is set to 5 and ends at 25 and its still the same !

are you using an HDRI ?

Not on the Last one I posted, for that EeVee one I removed it.

i tried everything , and even switched blenders , and its still the same !

You want to share the file, and I could take a look at it and see if I find anything?

ok will do that once i am back home !

hey

so here is the file . picked the HDRI into it . and i am using eevee not cycle !

OK, I took a look at your file and there were several problems in the Blend.

The material for the spheres was a bit too high, so I reduced the density from 10 to 1.7

I changed the mesh as it was 3 spheres just joined together, which made interior geometry. I booleaned the spheres into 1 spherical shape.

There were some problems in the compositor… Simple things that were causing problems…
like the math node Multiply into a color-ramp and used as a mix factor for Color and Mist pass…

Here is the final image from what I did…

Blender 5.1 file

hey thanks for your help !

yeah , i made the volume density high , because i thought the low density might be the problem .

but i was wrong .

the 3 spheres are just for the test , thy are not important object , i just wanted to see if how will the volume be effected with the mist in deferent locations from the camera

but overall the problem is still there .

i want to have the environment be effected by an atmospheric mist , just the background and not the foreground , and in this case the volume should not be covered with the mist

see the first img

this is the result i am trying to achieve in blender

i added the mist using photoshop

this is the result i get in blender

and if you see in this one , the problem is only happening with volume materials , not normal materials

i added the red cubes to give you an example

basacly what i am trying to do .

i have a scene where 2 object moving in a desert leaving behand dust trail .

the dust trail is made using objects with volume material and thy are being effected by the environment effect in the compositor

But that is also being applied to a fluid simulation or particle system… Like this one…

yes this is a way , but it need to simulate it and the cache alone can take a lot of space

also it still gives the same issue as long as its a volume material .

so i replaced it with partical system emitting objects with volume

guess i have either render the scene without the mist , or find another way to render the dust as a separate render pass

Right, render them separately and join back in the compositor, more work, but better in the end.
Good Luck! and
Happy Blending!