A little less visible mist and you get again more close to visual realism. A less perfect camera movement and you will get again more realism (if you searching realism). Anyway great scene.
Thanks! It uses a material that has a noise texture and an animated uv's running from side to side. The material also has some mask fades for distance from camera and distance to closest surface. This material is then used with niagara particle system.
Thanks! I have an niagara system using 2 emitters. Both emitters have same kind of a material, but with a differet texture: one is a smoky noise texture and another is a just some dots and plotches. In the master material those textures uv's are stretched and panned horizontaly. The materials also use some distance fades from player camera and distance to nearest surface.
A little less visible mist and you get again more close to visual realism. A less perfect camera movement and you will get again more realism (if you searching realism). Anyway great scene.
Spot on, Thank you!
Beautiful! How do you do the dust wind myst? I cant do it. Thx!
Thanks! It uses a material that has a noise texture and an animated uv's running from side to side.
The material also has some mask fades for distance from camera and distance to closest surface. This material is then used with niagara particle system.
@@DaveMbrr thanks!!
Thanks! I have an niagara system using 2 emitters. Both emitters have same kind of a material, but with a differet texture: one is a smoky noise texture and another is a just some dots and plotches. In the master material those textures uv's are stretched and panned horizontaly. The materials also use some distance fades from player camera and distance to nearest surface.