[flow_default] Transcription: 02_volumetric_fog.json
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transcriptions/02_volumetric_fog.json
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{
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"audio_file": "02_volumetric_fog.wav",
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"text": "In this video we will add the volumetric atmosphere to our animated car scene so that later on we can see the nice light cones of the headlights of the car for example. Alright, in order to add this atmospheric effect, let's zoom out a bit. Let's hit Shift A, add a cube, press N to open up the sidebar and here let's set the dimensions, the X to 200 and the Y to 200 which is basically the size of the ground plane here. And let's set the Z dimension to 100 meter. Let's press Ctrl A and apply the scaling. Let's press number one for the font view. And let's move this up by 50 meters so that this cube thing here is basically covering the whole plane and goes 100 meter to the top. So let's go to the material, add a new material. Let's call this atmosphere and one other thing. This cube was added to the car collection. So first of all, let's move this out to the scene collection. Let's also call this atmosphere and let's create a new collection, which we call scene. And in this scene, we put everything which are helping elements like the sun, camera, lamps and all this stuff. So let's put the atmosphere in here and we can also put the ground plane in there as well. So now let's select the atmosphere and we don't need anything on the surface. So what I do on the surface for the material, I click on this principal shader and up here I click remove. So I completely remove this shader. All we need here is a volume shader. So let's go to volume, click on none and use the principal volume shader. So before we go into these settings, it could be that you sometimes switch over to the solid shading and then you can see we have this big cube here and this is completely covering our view. So what we can do, let's go to object, viewport display and set the display as to wire. That means this cube is always shown as wire, but in the rendered mode, we still can see the volumetric effect later on. But as you can see, we can't see anything. So for now, let's open up the volumetric effect and increase the end value. we can see the volume metric effect even further into the distance. But yeah, we will change this volume metric settings later on just a bit. But for now, let's go to the material settings. Let's zoom into the car here. And as you can see, the atmospheric effect is pretty thick at the moment. So we have to change the density. In my case, I tested it and 0.02 looks good here. And what we also change is the color. And in this case, I use a brighter pinkish color, something like that, which will look pretty nice if we combine it later on with a sun lamp and other things. So this is something I tried out. I played around a lot with the color settings to achieve the look I wanted. But for now, I just set up the settings I used for this scene in order to make this look good. As you can see with the volume effect, now the background looks way darker and then it looks like we only have a silhouette of this background mountains here. But now let's go to the EV render settings again, volume metric and let's change some settings here. First of all, let's reduce the end value here. And as you can see, if I set it down to 100, the background also starts to glow again. And in order to have a better quality, we can also change the tile size to four pixels or two pixels. This certainly will need more power to calculate, but the end result will be much better. Also, I leave volumetric lighting on and volumetric shadow we leave off because this needs quite some calculation power as far as I know. That's it for the volumetric atmosphere effect. Later on if we add the sun lamp and the lamps for the car you will see what this volumetric atmosphere actually does because then it will look much cooler as it does now.",
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"language": "en",
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"confidence": null,
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"duration": 265.66
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}
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