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Fog 3D and Soft Clipping

The Fog3D node helps to create atmospheric depth cues.


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Split screen with and without fog


The Fog3D node works well with depth of field and antialiasing supported by the OpenGL renderer. Since it is not a post-processing node (like the VolumeFog node found in the Nodes > Position menu or Fog node in Nodes > Deep Pixel), it does not need additional channels like Position or Z-channel color. Furthermore, it supports transparent objects.

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The SoftClip node uses the distance of a pixel from the viewpoint to affect opacity, allowing objects to gradually fade away when too close to the camera. This prevents objects from “popping off” should the camera pass through them. This is especially useful with particles that the camera may be passing through.

Geometry nodes such as the Shape3D node use a Matte Objects checkbox to enable masking out parts of the 3D scene. Effectively, everything that falls behind a matte object doesn’t get rendered. However, matte objects can contribute information into the Z-channel and the Object ID channel, leaving all other channels at their default values. They do not remove or change any geometry; they can be thought of as a 3D garbage matte for the renderer.

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Circle shape used as a Matte object to see the floor


Matte Object Parameters

Opening the Matte disclosure control reveals the Is Matte option, which when turned on enables two more options.


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Matte parameters in the Shape3D node; enabling Is Matte reveals additional options


Is Matte

Located in the Controls tab for the geometry, this is the main checkbox for matte objects. When enabled, objects whose pixels fall behind the matte object’s pixels in Z do not get rendered.

Opaque Alpha

When the Is Matte checkbox is enabled, the Opaque Alpha checkbox is displayed. Enabling this checkbox sets the alpha value of the matte object to 1. Otherwise the alpha, like the RGB, will be 0.

Infinite Z

When the Is Matte checkbox is enabled, the Infinite Z checkbox is displayed. Enabling this checkbox sets the value in the Z-channel to infinite. Otherwise, the mesh will contribute normally to the Z-channel.

Matte objects cannot be selected in the viewer unless you right-click in the viewer and choose 3D Options > Show Matte Objects in the contextual menu. However, it’s always possible to select the matte object by selecting its node in the node tree.