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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?

BookWyrm17
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    Related - http://blender.stackexchange.com/a/24424/1245. Probably the smoke domain doesn't have volumetric material. – Mr Zak Dec 24 '15 at 15:16
  • 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

1 Answers1

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As an alternative to smoke you can use volume scattering.

In an example like this:

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Add a mesh that uses a volume scatter node as the volume.

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Using a gradient and a color ramp you can control the height and density of the fog.

enter image description here

Using additional textures to affect the transparency of the volume scattering you can get a less homogeneous mist.

enter image description here

To move the fog animate the mapping used on the textures.

enter image description here

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Here's the file:

  • 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
  • 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
  • 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