| mental ray Mist (Lume) Shader
Hi all, I hope you had a good xmas and are tightly clutching your party poppers in anticipation of 12 midnight tonight... unless you're Down Under, I think it's already 2009 there. ANYWAY, I'm having trouble using the Mist shader in mental ray. I'm trying to set it up so that close up to the camera the air is clear, and further away the mist is dense.
In my scene the Y axis is the forward/back axis, so after putting a Mist shader material as the "Volume" camera shader map in the Renderer tab on the render scene dialog, I've checked the layering and realistic falloff options and entered the falloff distances, and then entered 1 in the middle "Plane Normal" box and 0 in the other two, as this should be the Y axis. However I seem to get a lot of mist right up close to the camera no matter how much I play with the values.
I think the problem is that the mist always starts at the camera's position and thins out away from the camera along the normal you give it, as when I enter 1 in the X Plane Normal box, the mist starts on the ground and thins out up the screen. Does anyone know if you can invert the values somehow to get the opposite effect? I tried entering -1 into Plane normal but this doesn't seem to change anything.
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