From BlenderWiki
Mist
Mode: All Modes
Panel: Shading/World Context → Mist Stars Physics
Hotkey: F8
Description
Mist can greatly enhance the illusion of depth in your rendering. To create mist, Blender makes objects farther away more transparent (decreasing their Alpha value) so that they mix more of the the background color with the object color. With Mist enabled, the further the object is away from the camera the less it's alpha value will be.
Option
- Mist
- Toggles mist on and off.
- Qua / Lin / Sqr
- The decay rate of the mist, Quadratic, Linear, and Square Root. These settings the rate of change of the mist's strength further and further into the distance.
- Sta
- The distance from the camera at which the mist starts to fade in
- Di
The distance from the Start of the mist, that it fades in over. Objects further from the camera than Sta+Di are completely hidden by the mist.
Mist distances
To visualize the mist distances in the 3D View, select your camera, go to Editing Context (F9) and enable Show Mist in the Camera Panel. The camera will show mist limits as a line projecting from the camera starting from Sta and of distance Di. |
- Hi
- Makes the mist intensity decrease with height, for a more realistic effect. If greater than 0, it sets, in Blender units, an interval around z=0 in which the mist goes from maximum intensity (below) to zero (above).
- Misi
- An overall intensity, or strength, of the mist.
Examples
Mist test setup shows a possible test set up.
Rendering without mist (left) and with mist (right). shows the results with and without mist. The (world) texture is a plain procedural cloud texture with Hard noise set.
Transparency
Because Mist works by adjusting transparency, this can sometimes cause objects to be partially transparent when they shouldn't be. One workaround is to set the Mist settings as desired, but turn Mist off. The Mist data is still available for compositing even though it is off. Use Do Composite and the Nodes Editor to feed the Mist pass to an AlphaOver to blend the background color (or a render layer with just the sky) with the rendered image. This produces the mist effect but since Mist is off the object transparency (or lack of) is preserved.


