---
title: "Outdoor Nighttime Scene"
canonical: "https://documentation.chaos.com/space/VBLD/117639941/Outdoor%20Nighttime%20Scene"
format: markdown
---
This tutorial continues the outdoor scene series. Overview This tutorial is the successor of the  Outdoor Daytime Scene  tutorial. If you've skipped it, we recommend going back and finishing that tutorial first, as we are picking up at the last step of the Outdoor Daytime Scene workflow. In this tutorial we will be hiding the Sun; revealing some of the hidden geometry and lights in the scene; and we will be adding a V-Ray Environment Fog effect to make the spotlight under the flying saucer more visible and to add atmosphere. The downloadable file includes three scene instances - the  Start  scene is in the initial state of the Daytime tutorial, the  EndOfDay  scene is the starting point for this tutorial. It is also the final state of the scene after completing the Daytime workflow. The  End  scene file is the final setup of the scene, after completing this workflow. Steps Initial Setup Detach the  V-Ray Volume Aerial Perspective  node from the V-Ray Effects Container, as we'll use fog for the Night scene. Then, move the VRaySunLight down to the position dummy  Suzanne_SunPosition_Night . You can copy and paste the Location properties of the dummy onto the Sun. Turn the Sun light off by disabling  Enabled  in the VRaySun's Object Data Properties. We'll use only the Sky as a background environment light in this scenario. Find the  House_Lights  Collection in the Outliner (it contains all the lights for the House). Click on the eye and the camera icons ( ) next to the House_Lights Collection to enable its visibility in the viewport and in the render. Select the  Windows_Glass  object. Change the V-Ray Node Editor back to the  Shader  Node Tree. For the materials  Glass_01_Mtl  and  Glass_03_Mtl,  connect the corresponding existing  V-Ray Light Mtl  to the  V-Ray Material Output  node of each material. Repeat the same procedure for the  Lantern_Glass_01   object and the  Glass_02_Mtl . Using the same workflow, disable the viewport and render visibility of the  Cow_Eating ,  Flower_Cow_Lunch  and  Grass_Cow_Lunch  objects, i.e., their visibility icons should be greyed out like this:  . Also, enable both visibility options of the  Cow_Abducted  object. Enable the viewport and render visibility for the rest of the objects from the  Flying Saucer & Cow  Collection. Also, enable the viewport and render visibility of the  Flying Saucer Lights  Collection. All of these lights have predefined settings, which you can explore. Now that we've transformed the scene, when you render, it should look like this: Add V-Ray Environment Fog We see there is a light under the flying saucer, surrounding the cow, but we don't really see the entire beam. Let's add some fog, to improve this. To create the fog effect, switch the V-Ray Node Editor back to the  World   Node Tree . There, add a  V-Ray Environment Fog  node and connect it to the  Effect 2  slot of the V-Ray Effects Container. This will apply a fog effect to the entire scene. Now, when we render the scene, we can see that the light beam is more visible. However, the fog has made the scene too dark. We need to make some adjustments. Adjustments to the Fog and Lights The default Fog settings produce a very thick and dark fog effect.  Select the V-Ray Environment Fog node. You can find its settings in the  World   Properties  tab. Set the following properties: Fog Distance  =  20  (values below this will make the Fog denser and vise versa) Height  =  7  For the  Emission Color , set a dark blue color ( HSV: 0.61; 0.88; 0.045 ). Using Emission is necessary to be able to make the scene lighter, as we will be enabling  Scatter GI  in a later step. Scatter GI does not work without an Emission Color value different than pure black. Select the  VRayRectLight_FSaucerExhaust , either from the Viewport or the Outliner. Go to the  Light Object Data Properties  and open the  Options  dropdown. Set the  Atmospheric Contribution  to  5 . With this workflow we can adjust the individual light's contribution to the fog effect. We will now adjust the Atmospheric Contribution for a number of other lights. The workflow is the same - you can find them in the Viewport, or more easily, search for them in the Outliner. FSaucer Lights: VRaySphereLight_FSaucerLampSmall  - Set the Atmospheric Contribution to  100. VRaySphereLight_FSaucerWindowSmall  - Set the Atmospheric Contribution to  30. VRaySphereLight_FSaucerWindowMain  -  Turn off  the light's Atmospheric Contribution. This excludes the light from interacting with the Fog. House Lights: VRayRectLight_Chimney  - Set the Atmospheric Contribution to  3 . VRayRectLight_Window_Circle  - Set the Atmospheric Contribution to  2 . VRayRectLight_Window_01  - Set the Atmospheric Contribution to  2 . VRayRectLight_Lantern_01  - Set the Atmospheric Contribution to  5 . We can now render the scene. It looks much better now, but it's still a bit dim. Lets enable Scatter GI for a brighter look. Fog with Scatter GI Go back to the V-Ray Node Editor and select the V-Ray Environment Fog node. Open its properties in the  World   Properties  tab. In the  Global Illumination  dropdown turn on the  Scatter GI  option. Leave the bounces at their default value. Final Render Here is the final render of our scene. We've added a fog effect for a better atmosphere, but we've compensated its darkening effect with light adjustments and Scatter GI. Use this workflow in other scenes and add atmosphere to your liking! This scene has preset render settings. You can explore them in the Render Settings tab. Make sure to start a  Production Render  for your final result, for the best quality.