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1

To me Volume Scatter node is not an option if You want to use some HDRI as lightning or background image.. doesn't matter how low I make Density and Emission it will always override any background.. but in my opinion would be good in this forest image except it gives effect to early.. on that image it looks like fog starts from the second tree.. Increasing ...


0

The things that you're doing are probably correct (the second image) but motion blur with VDB files has been broken for a long time in Blender. This was a report for liquids but it is the same for volumes:https://developer.blender.org/T78442


2

Just in case anyone still wonders about how to jazz up the fog in Blender: Cycles, like Arnold, has the raydepth for Volumes set to "0" by default. This is to make rendering faster. As you probably know Volumetric rendering is punishing on a path-tracing renderer. However, that setting means that no actual scattering happens within the volume and ...


1

I don't know why that's not working for you; I probably couldn't say without a file. However, what I would do in that situation is a little different, and testing it out, it works just fine: Rather than creating a separate volumetric mesh, which is never going to completely agree with the ocean surface, I simply solidified my ocean. In order to flatten ...


2

The following answer is supposing that you need two separate domains for whatever reason, different smoke resolutions or behaviours, different effectors etc. If you only need two different smoke colors, you can achieve this with one domain, I'll give a simple answer below. Two domains: Since all spheres are Flow objects, the smoke for all of them gets ...


4

As moonbots pointed out, you can use Z coordinate to get a gradient. You can also raise it to some power for nonlinear falloff (normalized 0..1 range raised to some power is still normalized, which is pleasant), then multiply to change the maximum value:


2

The issue is with Cube.010, which is hidden in viewports but not in renders. When you unhide this object (alt h in 3D viewport, object mode) you get a preview that's roughly the same as you render; when you hide this from renders, you get a render that's roughly the same as your viewport with it hidden. Look on your outliner for anything with an eye icon ...


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