I'm trying to make a low lying fog, and the box I used as a boundary on the smoke rendered as a solid object, blocking everything inside it. How can I fix this?
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5Related - http://blender.stackexchange.com/a/24424/1245. Probably the smoke domain doesn't have volumetric material. – Mr Zak Dec 24 '15 at 15:16
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Or use the simple mist but with this trick: https://blender.stackexchange.com/questions/28648/how-to-make-a-z-depth-and-height-pass That would save a lot of render time, as it doesn't use volumetrics. – CreeU1 May 28 '19 at 15:07
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As an alternative to smoke you can use volume scattering.
In an example like this:
Add a mesh that uses a volume scatter node as the volume.
Using a gradient and a color ramp you can control the height and density of the fog.
Using additional textures to affect the transparency of the volume scattering you can get a less homogeneous mist.
To move the fog animate the mapping used on the textures.
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For a different solution using the compositor and Z pass see: http://blender.stackexchange.com/questions/28648/how-to-make-a-z-depth-and-height-pass – Dec 25 '15 at 21:12
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Ooh wow. Nodes seem to be rather important... I think I need to get to learning them. So what the node does is make the box there but not? – BookWyrm17 Dec 26 '15 at 15:39
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If you look at the node on the far right you'll see it has no surface, only volume. Note that this is not a smoke simulation, but a volume shader on a regular mesh (used as a domain for voumetrics). – Jul 09 '16 at 22:56






