Moderator: ChrisHekman
ChrisHekman wrote:Do you mean volumetric fog from unreal? This is not supported atm, but we are looking into it.
You could try to use unreal fog, either by creating a fog octane material, or by using the environment fog that is part of the environment node in the rendertarget.
TBModel wrote:ChrisHekman wrote:Do you mean volumetric fog from unreal? This is not supported atm, but we are looking into it.
You could try to use unreal fog, either by creating a fog octane material, or by using the environment fog that is part of the environment node in the rendertarget.
Hello, thank you for your reply. I checked the options of rendernTarget. It seems that I didn't find the fog related options in the environment column?
TBModel wrote:At the same time, I also want to ask, how to make the illusory point light source and spotlight produce soft shadow? Or adjust the softness and hardness of shadows? In the original DXR rendering of illusion, the option of light source area or light source radius can be correctly supported. However, octane rendering seems to completely ignore these options, which leads to my inability to find a way to generate soft shadows using point light and spotlight. Is this not supported yet, or is there another way to solve it?
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