![vray fog vray fog](http://2.bp.blogspot.com/-53-apmbCqR4/UdyIWYnRH-I/AAAAAAAAD88/GNquSbAWXw0/s1600/VOl_FINAL.jpg)
In our case, it should come from above, and slightly from the front. I don't mean ambient settings in the 3d software, but rather the light coming from the environment: sky, moon, distant city lights, that kind of thing. We need some ambient lighting, to suggest we are outdoors. That still does not cover all the light that should be in the scene.
![vray fog vray fog](http://1.bp.blogspot.com/-SLxPRuDR7qI/U72sbv1WeqI/AAAAAAAAAIc/dUQh5bh8LEg/s1600/FogTestRender.jpg)
VRAY FOG WINDOWS
But which ones should I choose? The square one facing the camera (green), or one of the two on the right side (orange)? I don't want any lit windows on the walls facing the camera (marked violet) - that would break the composition that's starting to form in my head, by leading the eye towards the edges of the image. Also, I decided to light up some windows. That lamp would not be enough, so I've decided to suggest more lamps along the street, just behind the archway (that should give us a nice depth in the image), marked blue. The street would be a great tool to suggest the dampness, while the lamp would make a nice main light source, especially if it could cast a highlight on the road surface. First important things I noticed, were the lamp (marked red), and cobbled street surface (marked red, as well). So how does all that theory work in a real life case? Let's take a look at the viewport capture (Fig.01) of our scene. It's also good to think about the technical aspects - is it going to be a still image, or is it for animation, should it render really fast, or maybe we have some computing power at our disposal? But nowadays, when the computers are fast, it's not always that important.
VRAY FOG HOW TO
Visual style and art direction is important also - is it supposed to look real, photo real, stylized? Finding some reference can suggest a few ideas about how to achieve our task. Composition of the image is important, regardless of the lighting scenario we have to achieve - and that too can influence light placement, strength and color. The assignment is pretty clear - fog/mist (damp), at night - that's the 'prime directive'. Before placing a single light in 3d software, it's good to spend a while, looking at the scene, and thinking, imagining a bit.