I did as above and plugged a volume scattering/absorption node into its output volume socket.Īgain, the background is obscured by the fog (so long as the cube is in the way of the active camera). I made a material for it and removed its shader so nothing goes into the output surface socket. With volumetrics enabled, I created a cube and fitted it over my scene geometry so it will be wrapped inside the cube. I think this wouldn't really fade geometry into the background anyways. With volumetrics enabled, I plugged a volume scattering/absorption node into the World output node. How to achieve this effect on EEVEE (preferably, but not necessarily without compositing)? This in order to make the horizon less edgy/crisp. I would like the floor and all other geometry to progressively fade off into the background with distance, preferably after a given distance point from the camera or non-linearly. I have a scene mainly with a big floor composed of adjacent rectangular cuboids (roads), and an equirectangular projection texture (environment texture, HDRI, skydome.) as the background.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |