> [!abstract] Summary > Arnold provides two main atmosphere/environment shaders: **Fog** (distance-based contrast reduction for outdoor environments) and **Atmosphere Volume** (volumetric light scattering that produces god rays and volumetric shadows) --- # Ressources [Arnold for Houdini — Environment Documentation](https://help.autodesk.com/view/ARNOL/ENU/?guid=arnold_for_houdini_ah_Environment_html) --- # Setup in Houdini 1. Create a **Material Builder** node in your material network. 2. Inside it, create the desired atmosphere shader and connect it to the **OUT_environment** output. ![[file-20241022190738500.png|525]] 3. Connect the Material Builder to the **Environment** input on the Arnold ROP. ![[file-20241022190828266.png|550]] --- # Fog The **Fog** shader simulates atmospheric light scattering — distant objects appear lower in contrast and desaturated, which is typical of outdoor haze or mist. ![](https://help.autodesk.com/cloudhelp/ENU/AR-Houdini/images/ah-Environment-image2017-5-24-13-25-53-2.png) > [!tip] Fog is purely a contrast/density effect based on distance. It doesn't produce visible light shafts or volumetric shadows — use Atmosphere Volume for that. --- # Atmosphere Volume The **Atmosphere Volume** shader simulates a thin, uniform participating medium across the entire scene. It produces: - **Shafts of light** (god rays) visible from point, spot, and area lights - **Volumetric shadows** cast by geometry into the atmosphere > [!warning] Atmosphere Volume does **not** work with **distant lights** or **sky lights** — only with point, spot, and area lights. ![](https://help.autodesk.com/cloudhelp/ENU/AR-Houdini/images/ah-Environment-image2022-4-21-10-19-40-3.png) --- # Setup in Maya ![[image-20250330.png]] ## Key Parameters | Parameter | Description | | --------- | ----------- | | **Attenuation** | Controls how quickly the fog attenuates with distance — how far rays travel before scattering | | **Attenuation Color** | Attenuation multiplied by a color tint — use to add warm or cool haze | | **Anisotropy** | `0` = scatter light in all directions evenly; `1` = scatter predominantly toward the camera (forward scattering, produces brighter shafts) | > [!tip] A slight positive anisotropy value (e.g. `0.3–0.5`) gives more realistic god rays by biasing scattering toward the camera, similar to how real atmospheric scattering behaves (Mie scattering).