Atmospherics Post Processor

This image post processor plug in allows you to create atmospheric effects. It is controlled through the dialog below but we warn you it is very slow to compute in most cases and can be quite 'fiddly' to set up so that you get the effect you require.

SFXplugAtmosXX1.GIF (45198 bytes)

Having given you the above warning here are some basic instructions about the settings and roughly how they work.

The first thing to appreciate is that there are two types of atmospheric effect covered in the dialog:

  1. A detailed simulation that carries out volume integration to creates effects such as 'volume shadowing'. This involves a time consuming calculation and the adjustment of several parameters and will always need some experiment to get the effect required. The settings of Samples, Super Dense Fog, Extra Strong Shadowing and Maximum Attenuation all effect the results you get with this effect.
  2. The second type of atmospheric effect uses a fast approximation and may give you the effect you require without the need for detailed calculations. To use it set the Use Fast check box and hit the radio button for the type of effect you require. (The other settings do NOT affect the 'fast' apprximation).

The effect works in connection with lights and the Volume shadowing effects only work with 'SPOTLIGHTS' so the first controls in the dialog allow you to specify the lights involved with the effect. These are basically the same contols that appear in many of the other plugin modules.

The 'Fast' Approximations
The best way to illustrate these effects with some examples, so starting with this basic scene showing a simple model illuminated with a single spotlight:

SFXplugAtmosXX2.GIF (15124 bytes)      SFXplugAtmosXX3.gif (13723 bytes)

Adding the Atmospherics image post processor to the light in the scene with each of the 'fast' effects produces the results shown below:

Adding Streaks gives a pretty good representation of a dusty atmosphere, or possibly underwater:

SFXplugAtmosXX4.gif (17132 bytes)

Bands of Dust :

SFXplugAtmosXX5.gif (17368 bytes)

Random Dusty Particles:

SFXplugAtmosXX6.gif (25039 bytes)

Cloudy or smoky atmosphere::

SFXplugAtmosXX7.gif (17330 bytes)

No other settings have any effects on these 'fast' settings and they work with 'Spotlights' only.

'Full Volume Integration'
To obtain a full volume integration a kind of 'Ray Tracing' calculation is required, one ray for each pixel in the image is traced through the scene and at each sample point (controlled by the Samples setting) a calculation determines how much attenuation due to fog there is and whether that point lies in shadow from the named light or not. If the point is in shadow the scattered light due to fog particle is less and thus the fog appears less dense. Thus the more accurate the calculation is to be be the higher the number of Samples needs to be. However the larger the samples setting the slower is the calculation so you need to experiment with a single frame before continuing to render a full animation.

The other settings control the appearance of the Fog. For a basic fog the Super Dense Fog and Extra Strong Shadowing settings can be left at 0.0. They can be increased for cases were, for example, you want to show a light shining out through a box into a very dusty atmosphere.

For most cases the default sample of 16 may not be enough the examples below were rendered using 32 samples per 'traced ray':

Starting with a slight variation on the basic scene:

SFXplugAtmosXXfull0.gif (8305 bytes)

Rendering 32 samples per ray and all other settings left at their default values SDF (Super Dense Fog)=0.0  ESS(Extra Strong Shadowing)=0.0  MA(Max. Atten=0.96) we get:

SFXplugAtmosXXfull1.gif (17293 bytes)

Notice how the fog effect is less marked in that part where the atmosphere is shaded from the light by the object. This is caused because those parts of the atmosphere that are in shadow scatter the light less than those that are not in shadow. Reducing the value of Maximum Attenuation to 0.25 reduces the density of the fog:

SFXplugAtmosXX9.gif (15670 bytes)

To see the effect of using ESS=1.0 look at the image below . (For a scene of this nature an ESS setting of 0.0 would probably be more appropriate):

SFXplugAtmosXXfull2.gif (17729 bytes)

Notice how the shadow is more pronounced. This is a little artificial for a scene such as this. Compare it with the two images above.

To see the effect of Super Dense Fog look at the following SDF=1.5

SFXplugAtmosXXfull3.gif (12077 bytes)

The whole fog looks overexposed. This setting is not well suited to a scene like this. An SDF > 0.0 fog is best used for lights shining out through windows (for example) into a foggy environment where there may only be a few rays passing through that part of the atmosphere which is in shadow. In those cases it should be uses in conjunction with a high value of extra strong shadowing (ESS > 0.5).

We will look at some other examples:

Firstly if you are very short of time you can use a low setting for the number of samples combined with a higher setting of extra strong fog. The image below came from a rendering with only 5 samples per ray and a setting of 0.3 for ESS:

SFXplugAtmosXX8.gif (22633 bytes)

Here two models are in the beam of the spotlight with one (the plane) casting its shadow over the other (the Ape). In an animation you can see the model of the plane pass through the beam of the spotlight.

In the example below 16 samples are sufficient to render a light shining out through some holes in a box if the maximum superdense setting of 3.0 used:

SFXplugAtmosXXex0.GIF (19538 bytes)     SFXplugAtmosXXex1.gif (32682 bytes)

SFXplugAtmosXXex2.gif (31154 bytes)   SFXplugAtmosXXex3.gif (31471 bytes)

In the above example (atmos_full_ex3.stg) a post-process fog is combined with the atmospheric volumetric dusty atmosphere. Note that as you actually 'see' the light through one of the holes (frame 3 above) the whole raster is rendered in the fog colour.

In this last example (Atmos_full_ex4.stg) a slightly less intense effect of light shining through a shaped slit in an object is obtained by setting the SDF value to 1.0 and reducing the maximum attenuation MA to 0.5.

SFXplugAtmosXXex4.gif (47471 bytes)   SFXplugAtmosXXex5.gif (32447 bytes)

 

Comments:

  1. The more of the screen that is covered by areas that are illuminated the longer it will take to render the scene. The image with the Ape and Camera above has only about 1/3 of the full frame covered by atmosphere illuminated with the spotlight. In the scene below a light is directed from behind the aeroplane model and towards the camera, in this case the whole image is illuminated and it takes a lot long to render:
    SFXplugAtmosXXB.GIF (16860 bytes)  SFXplugAtmosXXA.gif (38398 bytes)
  2. The need for experimentation cannot be stressed enough. There are no hard ad fast rules about setting up this post-processor. Download the examples and experiment with them. AND NOTE THAT THE PATHS to MODELS IMAGES and POST PROCESSORS themselves may not be the same on your system so you may need to fiddle about a bit.
  3. As usual the ATMOS.XFX and ATMOS.DLL files are placed in the POSTPROCESS subdirectory of the program folder.
  4. The 'fast' approximations are very fast, they don't slow down rendering at all.