I'm trying to make a low lying fog, and the box I used as a boundary on the smoke rendered as a solid object, blocking everything inside it. How can I fix this?
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5$\begingroup$ Related - blender.stackexchange.com/a/24424/1245. Probably the smoke domain doesn't have volumetric material. $\endgroup$– Mr ZakCommented Dec 24, 2015 at 15:16
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$\begingroup$ Or use the simple mist but with this trick: blender.stackexchange.com/questions/28648/… That would save a lot of render time, as it doesn't use volumetrics. $\endgroup$– CreeU1Commented May 28, 2019 at 15:07
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1 Answer
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As an alternative to smoke you can use volume scattering.
In an example like this:
Add a mesh that uses a volume scatter node as the volume.
Using a gradient and a color ramp you can control the height and density of the fog.
Using additional textures to affect the transparency of the volume scattering you can get a less homogeneous mist.
To move the fog animate the mapping used on the textures.
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$\begingroup$ For a different solution using the compositor and Z pass see: blender.stackexchange.com/questions/28648/… $\endgroup$– user1853Commented Dec 25, 2015 at 21:12
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$\begingroup$ Ooh wow. Nodes seem to be rather important... I think I need to get to learning them. So what the node does is make the box there but not? $\endgroup$ Commented Dec 26, 2015 at 15:39
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$\begingroup$ If you look at the node on the far right you'll see it has no surface, only volume. Note that this is not a smoke simulation, but a volume shader on a regular mesh (used as a domain for voumetrics). $\endgroup$– user1853Commented Jul 9, 2016 at 22:56