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Fog and volumetric light in Twinmotion with Path Tracer on
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some time ago I thought to simulate fog and volumetric light without too many tricks by simulating the similar physical situation which generates these effects in nature.
What is fog if not microscopic suspended water droplets? so I created a 1m x 1m x 1m volume with the random distribution of several thousand tiny 2D planes inside. I checked that it worked, but my RTX2060 didn't allow me to create an environment adequately filled with particles. A few days ago I upgraded to the RTX3070 and I took up this old idea: if you put a few million of these particles in a scene then the effect becomes interesting, very good in still images, much less so in animations due to flickering and artefacts...
The interesting thing is that you just copy and paste the 'cube' of particles, place it in the scene and do some testing with the light.
in these images there are about 100 million polygons, mostly due to the particles.
What is fog if not microscopic suspended water droplets? so I created a 1m x 1m x 1m volume with the random distribution of several thousand tiny 2D planes inside. I checked that it worked, but my RTX2060 didn't allow me to create an environment adequately filled with particles. A few days ago I upgraded to the RTX3070 and I took up this old idea: if you put a few million of these particles in a scene then the effect becomes interesting, very good in still images, much less so in animations due to flickering and artefacts...
The interesting thing is that you just copy and paste the 'cube' of particles, place it in the scene and do some testing with the light.
in these images there are about 100 million polygons, mostly due to the particles.
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