How to create fog and volumetric light in 3d max?
How to create fog and volumetric light in 3d max with corona renderer?
Open any scene, such as the one in our example.
Now you need to create a regular box object - in the place where you want to get the fog.
In the material editor, create a material CoronaVolumeMtl and assign this material to the box. At first, you won't notice anything - that's normal.
Let's look at the settings for the CoronaVolumeMtl material.
1. The parameter Distance is responsible for the depth of light rays penetration through the fog.
If we set a large value, for example, 100, we will immediately see the result on the render. The fog has become dense and dark.
2. The Scattering parameter is responsible for the color of the fog. Let's try to make it light gray, for example.
Now let's increase the Distance parameter and the rays will penetrate the fog more. Now we can see a building in the fog.
3. The Absorption parameter affects the fog density. Light color will make it less dense, and dark color will make it more dense.
Let's try to make a render of what we have already set up. Let's look at the result.
Now let's try to create a light source and see how it looks in the fog.
In the settings of the light source, find the Diretionality parameter a value of 0.5.
Next, we will increase it to make the beam from the light source more directional and dense. Try different values.
Now change the color of the beam and look at the result on the renderer.
In addition, you can try to make a smoke effect. Choose a procedural map, such as Noise. You can also choose another one to experiment with.
Place it in the Absorption slot in CoronaVolumeMtl. If the noise turns out to be very fine, you need to increase its value. You can also experiment with its color settings.
Now you can create fog and smoke yourself.
Have a great render!
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