Volumentric clouds

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Volumentric clouds

Postby OutOfTime007 » Sat May 27, 2017 5:21 pm

OutOfTime007 Sat May 27, 2017 5:21 pm
Hello,

How do I achieve this clouds effect in Blender Octane? Essentialy filling uyp a volume with smoke and removing some of it. I was thinking it might be done with a texture but I cant figure it out.

https://www.youtube.com/watch?v=Qc95-g3FimQ
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Re: Volumentric clouds

Postby grimm » Sun May 28, 2017 6:43 am

grimm Sun May 28, 2017 6:43 am
Something like this?

sphere-smoke1.png


sphere-smoke-test.blend
(1.17 MiB) Downloaded 297 times


I'm getting some banding so you will need to play around with the settings some. I generated this at 128 resolution, you might want to go to 256 but it's going to run the simulation really slow. As it is now it takes my system about 12 seconds a frame to simulate the smoke. I'm sure there are better methods for this as well. :)
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Re: Volumentric clouds

Postby OutOfTime007 » Sun May 28, 2017 8:34 am

OutOfTime007 Sun May 28, 2017 8:34 am
ooooooooooooooooooooooooooooooooooooh! I was supposed to put it in the volume output and not pipe it through a shader like I normally do with scattering. :lol:

Thank you for sharing this file with me. For some reason I was not even thinking of trying that.
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Re: Volumentric clouds

Postby grimm » Sun May 28, 2017 8:59 am

grimm Sun May 28, 2017 8:59 am
Excellent, I'm glad it helped. If you use the quick smoke setup the plugin will setup the nodes automatically for you, saves some time. :)
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Re: Volumentric clouds

Postby OutOfTime007 » Sun May 28, 2017 10:51 am

OutOfTime007 Sun May 28, 2017 10:51 am
While using the smoke domain works it is still not excactly what I want. So I am going to try and keep this thread open for more Blender Octane volume discussions.

What I am trying to achieve is essentially this. Controlling volume density with 3D textures. https://blender.stackexchange.com/questions/8130/controlling-volume-density

I saw on the forum here that someone else got something similar working, but I can't get it to work in blender or in standalone. See here https://render.otoy.com/forum/viewtopic.php?f=9&t=26161&hilit=Volumetric+Generator

This is the way I understand the setup he is using on that post.
Image

Is there something else I need to do or am completely on the wrong path?
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Re: Volumentric clouds

Postby grimm » Sun May 28, 2017 10:06 pm

grimm Sun May 28, 2017 10:06 pm
The technique in the second link you posted above doesn't work any more, the devs changed how that works in later versions. I think what you should wait for is the inclusion of OSL in Octane. That will give you all the control you need for 3d noise and textures.
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Re: Volumentric clouds

Postby OutOfTime007 » Mon May 29, 2017 7:38 pm

OutOfTime007 Mon May 29, 2017 7:38 pm
What is OSL? I searched a little but there was not clear answer other than Octane is missing it.

I used your method to create this picture as a kind of test. So something came out of the discussion anyway, https://goo.gl/photos/ZJKG9sGYh7h156nJ6

Thanks for the help.
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Re: Volumentric clouds

Postby grimm » Mon May 29, 2017 10:01 pm

grimm Mon May 29, 2017 10:01 pm
Cool image, OSL is Open Shader Language developed by ImageWorks.

https://github.com/imageworks/OpenShadingLanguage/

You can play around with it in Blender Cycles which supports it on the CPU. You can see some examples that were rendered in the dev version of Octane here:

https://home.otoy.com/otoy-unveils-octa ... -renderer/

Very cool stuff. :)
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