Wednesday, February 29, 2012

Realistic Atmospheres in Vue

I have been unable to find many good (free) Vue tutorials so I decided to make several of my own.
Made using Vue 9XStream but should apply to most versions.


Call up the Atmoshpere Editor by pressing F4
            Under the Light tab there are several different types of atmospheres.
                        Spectral Atmosphere – The most physically realistic atmosphere type in Vue.                                                                                    Everything is mathematically calculated to emulate how light                                                                      and the atmosphere interact on planet Earth.
                        Global Ambiance – Darks become grey/lighter shadows.  Lower contrast.
                        Global Illumination – Dark Shadows.  Scatters only shadow not reflected color. 
                                                              High contrast
                        Global Radiosity – Scatters shadow and reflected color/light.  More detail in shadows.

Global Radiosity is extremely render intensive and should only be used in situations where the reflected light will be featured (example: interior of a flooded cave).  Use Global Illumination for most outdoor shots in order to save on render time (check out my Vue Render Optimization tutorial for more information).  However, should push come to shove, when using Global Radiosity:
1)      If using it indoors, a Gain of 0.5 - 0.75 should be enough to illuminate while still preserving shadows.  The higher the number, the more light is reflected.
2)      In order to preserve reflected and indirect light color turn on Indirect Skylighting.
3)      Changing the Bias will change the color of all reflected light.


In the Sky, Fog, and Haze tab.
In this tab it is important to remember, the higher the number on the slider, the higher the render time.
            Decay – More = More Orange in the Sky

            Decay Altitude – Anything below 10km is physically realistic

            Haze Altitude – 800m to 1.2km is physically realistic

            Scattering Anisotropy – Negative 1 pulls sun glow close to the camera. 
                                                      Positive 1 glow pushes the glow all the way to the sun. 
                                                      An accurate distance is between 0.45 and 0.65

            Cloud Anisotrapy – Controls the highlights on cloud bulges.
                                                -1 = Light behind cloud that will not travel through it
                                                1 = Sun punches straight through cloud

            Aerial Perspective – 1 = Atmosphere is scaled according to real world distances
                                                One way to make your scene look bigger than it is, is to pump this number a little higher.


In the Cloud Layers tab.
Warning: Clouds are puffs of gas and water, only n00bs make them solid objects.  Don't be a n00b.
            Scale: Changes the size of the fractal that the clouds are generated from. 
                        If your renders look speckled then raise this slider.

            Altitude: When the clouds start to form on the horizon.

            Height: How thick the layer of clouds is, this slider controls where the layer ends.

            Cover: Minor changes are better, controls cloud cover.
                        0% = no clouds in sky
                        100% = no sky visible through clouds

            Density: How thick and dense the clouds appear to be.
                        60% - 80% = Thick and Strong clouds
                        10% - 40% = High Altitude clouds
                        0.1% - 1% = Thin and Wispy
                        100% = There is no excuse for ever having your clouds this dense.

            Opacity: How much light penetrated your cloud layer as a whole.
                        Try and keep this setting the opposite of your Density setting.
                        80% - 100% = Thick and darker clouds, but not dense.
                        20% - 50% = Lots of light in clouds

            Sharpness: This controls the edges of your clouds.  Keep this as low as possible.

            Feathering: Controls the cloud wisps.  0 – 25 is recommended.

            Detail: Breaks the edges of your clouds into smaller clouds. 
                        Anything under 10% is not realistic.

            Altitude Variation: Random altitude jitter.  30% - 70% is realistic.

            Ambient Lighting: Lightens cloud layer as a whole, this can destroy a lot of contrast so use                                                      Opacity first and this one as a last resort.

            Shadow Density: How dark the shadows on the ground cast by the clouds are. 
                                          Keep this low if your Density or Opacity are particularly high.
                                          This setting greatly affects the visibility of Godrays
                                          (a setting you should only use if you enjoy ridiculous render times).

Double click on the picture of your cloud in the Cloud Layer tab to open up the Cloud Materials Editor (any changes here will affect the entire layer as a unit).
            Color and Density:
                        Scaling: If there are too many unnecessary details or small clouds in your scene be sure to pump this up!

                        Variations: Random cloud formation jitter function.
                       
                        Roughness: Too low = Smooth ice cream bulge clouds
                                             Too high = tons of tiny clouds instead of an edge

                        Uniformity:  Low value makes bottom of cloud layer as rough as the top.
                                                High value makes lower portions of cloud layer smoother.

6 comments:

  1. I love it! You've singlehandedly helped me from being a n00b in VUE! I'm working with the PLE with VUE 11... some of the settings are slightly different, but your settings have made my clouds look substantially better!

    When it comes to the actual atmospheric height of the earth, what is a realistic number? (my concentration at the moment is dealing with aviation renders, so my renders are 90% of the time above the clouds)... my main issue is having my sun settings completely overexpose my clouds and all detail is lost...

    Any more advice would be most appreciated! Thanks for the above settings too! Making stuff look GOOD so far! :)

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    Replies
    1. Hey man, happy to be of service!
      I'll have to run tests on it in Vue but here are some irl numbers from NASA for the moment.

      The Karman Line (actual boundary between our atmosphere and space) is 100 km or 62 miles, however due to spherical distortion, it can often look like it is roughly 120 km or 75 miles.

      As far as exposure of the sun goes (this is just blind troubleshooting so I apologize for the lack of specificity), on the Atmosphere Editor pane in the Light tab there are three sliders in the Global Lighting Adjustment box.
      You should be able to fix any sun-caused overblown issues here.

      Hope that helps!
      Josh Evans

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    2. Thanks Josh!
      I'm going to try out those settings ASAP!

      I know the light panel feature, I've had to use a combo of the three sliders before (I tend to make sunlight account for 75-90ish % of the lighting in the scene and set the ambient light to 75%- 100% "from sky" (seeing as the sky and clouds are really only reflecting the sun's rays). I tend to never use the generic uniform ambient setting as it's not really lifelike (at least in theory).

      One trick I've recently tried with some success is to set the cloud material's volumetric color to off-white (so not perfect white/ a little more on the grey side)... I've heard multiple times that since pure white never actually exits in nature, you should never use it for materials. But perhaps using "pure white" is ok in Vue... what's your take on that?

      My next venture will be trying to set things up as realistically as possible and see how well Vue will emulate reality at 100km-ish... with the camera sitting comfy at about 12km (about where comercial airliners generally fly)...

      Thanks for everything!

      Jared Hastings

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  2. Finally some concrete numbers/settings to work off of!

    Been battling an image all day and decided to break down and do a search for free atmospheres...and instead I came across your great tutorial. What a Godsend!!

    Thanks so much--

    Steve Kenny

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  3. This is very straightforward and helpful! It's interesting that changing few values turn abstract alien blobs into actual believable clouds :)
    Thank you!

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