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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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As an alternative to smoke you can use volume scattering.

In an example like this:

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Add a mesh that uses a volume scatter node as the volume.

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Using a gradient and a color ramp you can control the height and density of the fog.

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Using additional textures to affect the transparency of the volume scattering you can get a less homogeneous mist.

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To move the fog animate the mapping used on the textures.

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Here's the file:

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  • $\begingroup$ For a different solution using the compositor and Z pass see: blender.stackexchange.com/questions/28648/… $\endgroup$
    – user1853
    Commented Dec 25, 2015 at 21:12
  • $\begingroup$ 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? $\endgroup$
    – BookWyrm17
    Commented Dec 26, 2015 at 15:39
  • $\begingroup$ 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). $\endgroup$
    – user1853
    Commented Jul 9, 2016 at 22:56

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