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The
'World' buttons within Blender |
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S t e p 5 :
These four buttons defines how the texture will be mixed with general parameters. Mist ignores troubles you can have with the location of the horizon line, as seen before. You jsut have to add a plane with a high size value in order to get your ground. Of course, the junction between the plane and the sky can't be very realist. But by tweaking a little the mist settings, you can make sure that the bad-looking junction is hidden by the mist. You can then create a 'World' environment like the one on the pic on the right. |
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The
most useful parameter is 'Di'. It defines the transparency of the
mist along the axis (or line of sight) of the camera. On the left
picture, 'Sta' is set to 0 and 'Di' is set to 170 in order to get a
far mist. On the right picture, 'Di' is set to 60 and 'Sta' is set to
10 in order to get a closer and thicker mist, although we didn't
wanted it too close to the camera.
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The 3 parameter buttons defines how the mist behaves.
The three following pics show the slight differences between 'Quad', 'Lin', and 'Sqr'. 'Unified render' also has a slight influence on the mist effect. It has been activated for each of these three pictures. Please note the difference between the rendering of the square bases on the first pic and the one on the last previous picture on the right. |
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The last button is 'Hi'. If the 'Hi' value is different than 0, the mist spread is given a maximum heigth value. The low values (pic1: Hi=0.4) are not so good looking. Pic 2: Hi=60 gives better results. Pic 3: 'Hi' is set to 90. 'Unified Render' was set 'on' for these 3 pictures. |
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