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The next box in our cinematic lighting checklist
is adding atmospheric haze. haze is a really
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powerful tool that cinematographers
use in movies to tame the dynamic
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range, to soften up the contrast, to make the
light beams visible alongside other things,
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in order to haze this environment first
thing that we need to do is obviously add
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a new collection, name it fog_01 and
then we'll need some kind of a box, a container,
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I'm gonna add a cube, scale it up so it
encompasses all the objects within the
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scene, it's a shame it blocks the view entirely,
so I'm going to jump into the object properties
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menu and in the display drop down select bounds.
then it's a matter of setting up a new material,
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which will actually be the volume material.
let's get into the shader editor first, then
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delete the default principled bsdf, go Shift A,
Shader and add the principled volume shader,
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plug it right here all the way and lower the
density considerably. we just need to fill our
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room up with haze ever so slightly, so I think
the density could be pretty low something like
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0.1 or 0.05 even, I'm just looking for this kind of
ethereal glow rather than the Silent Hill fog. okay
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the anisotropy value controls this scattering
of the volume material, it is pretty hard to put
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in words, we'll have a look at a few examples
later on, let's crank up the density all the
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way to 0.2 to make the anisotropy effect visible.
thinking about it, I would put it like that and
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I'm not sure how precise is this explanation
of anisotropy and what's actually going on, but
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I feel that the higher anisotropy values kind
of shift the scattering of the volume shader
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towards the... the light source, let's say at 0
it's a totally uniform scattering and at 0.75
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and higher we start to see how it shifts towards
our area light here. and at the negative values
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it kind of moves it away from the light source, I
know this explanation may sound a little bit murky, hehe :))
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in theory the higher anisotropy values might look
like smoke and steam while the lower, even negative
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anisotropy values may look like dust, the best way
to know it is to play with it yourself I guess.
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I'm setting the density back to 0.05 or even
lower than that... yeah, I think that... that looks good.
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is this kind of enhancement to the depth and
overall dimension of the scene that allows
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the foreground objects to pop out, it sets up
different tiers of contrast throughout the
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scene, here we have a dark foreground and then a
still pretty high contrast within the mid-ground
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figure which is our mineral pack, then a totally
washed out backdrop which has a relatively low
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contrast in between the shaded and lit areas. the
mid-ground contrast ratio is much more abrupt,
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it just naturally makes this object closer to
the camera stand out just due to the contrast
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levels, that's probably one of the major things
about this image. and there is something very
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prominently cinematic about this combination of
the extra depth and dimension created by the haze
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and at the same time, the actual extra readability
of the center of interest, that is a powerful stuff.
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and of course with the harder light sources
like our sunshine it allows us to see the
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beam, to see *the beamage* or *beaminess* that
is also called light shafts and god rays.
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nice beautiful rays of sunshine that give
texture to the volume or space we are in.
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so that was atmospheric haze, one more component
of our cinematic lighting formula. what's next?
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