Atmospheric Effects

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Atmospheric Effects

Postby Hubby72 » Wed Aug 06, 2014 2:43 pm

Hubby72 Wed Aug 06, 2014 2:43 pm
Hello,

i have some i think minor newbie questions about things i am not satisfied until now.
I used in DAZ some atmospheric effects like age of armours volume cam combined with his advanced lights.
Smay's Fire and Smoke, or a fog tool called FogDeluxe.

As 3DDelight is limited in such things at least this is all fake stuff - but it worked fine.

Now i am trying to find some equivalents for octane usage. And here i am not satisfied until now i i want to ask you to get some startup help.

1. volume effects.
I found a video how to setup a volume.
This one : https://www.youtube.com/watch?v=MqOZp77ZSLg
But i did not really get it running in DAZ Plugin. even when i match all material setups.


2. Fire Effects
Smay's Fire adn Smoke or Jepe's flames is used before.
For example Jepes Flames are just planes with alphaimages on it.
I can use these as they are and it works, but when i want to create a lightsource out if it, because fire is usually a lightsource ;) I lost the alphachannels and i got the fire with the black plane around.
When i switch in NGE from diffuse to alphaimage it just get completly white, when i invert it got black :)

How do i get a good fire in OCDS which is also a lightsource ?

3. FogTool
I used FogTool Deluxe or from RuntimeDNA the free atmospheric fog effects.
Both tools are at least also simple planes with alpha images.
they do not look very good in octane , playing around with ocopacity values. I got fog but very fuzzy producing Hotpixles.

How do you create good fog ?

I am not limited to these tools. i am also open for new ideas to make it.
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Re: Atmospheric Effects

Postby Elele » Wed Aug 06, 2014 8:40 pm

Elele Wed Aug 06, 2014 8:40 pm
Some screenshots of what you are trying to do might help us understand.


Followed that tutorial just last week trying to recreate the Christine poster for my turntable animation. I sumbled onto something that suited my needs better so i didn't persue it further.
Luckely I'm a maniac scene saver :D
Dunno if that is what you are looking for, but this is how far i got:
the car with just some lights and a big cube as volume.
Keep in mind your camera has to be outside the volume (the cube in this case) for it to show. Or maybe try the bubble trick explained in the video.
Another thing, the shader settings are dependant on the absolute size of your scene. I found using the "scattering" slider the best way to tweak the thickness of the fog, contrary to what the video does i believe.
... and it probably doesn't work for all kernels.


For the fireballs/fog you could try creating a black and white image of the alfa and use it as opacity?
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Re: Atmospheric Effects

Postby Hubby72 » Thu Aug 07, 2014 7:07 am

Hubby72 Thu Aug 07, 2014 7:07 am
Thanks for your feedback.

Yep screenshot would help, but i wrote this post from my office.
i will add some screens this evening.

For me the volume "box" did not work as good as shown in your screen.
I had some volume effect but it does not affect light so that i got rays there.

And with the fog/flame planes.
For the flames it is that when i change it to a light emitter (textured) it changes into a white plane completly. I will add screens for better understanding. I am quite sure i do something wrong playing with it.
I want to avoid to create pure black/white alphas to use for ocupacity because in Jepes flames set alone there are more then 50 different flames.

Here it is:

I just loaded the prop and did autocreate materials :
Jepeflame_justloaded.JPG


Now i changed the material to a textured lightsource :
Jepeflame_changedtotexturelightsource.JPG


My try now is changing the diffuse material from image to alpha image but this looks aehm strange :)
Jepeflame_changeddiffuseimagetoalphaimage.JPG


At least i want picture 2 but without the black plane around the fire.
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Re: Atmospheric Effects

Postby Elele » Sat Aug 09, 2014 4:12 pm

Elele Sat Aug 09, 2014 4:12 pm
What is the node setup you use?

I'm not sure what the point of the images is? Do you have an example where you use them in a scene?

You could make a node setup like this (see pic) to have the image emit light. The problem though is that the image is a plane and so the light emitter is a plane and that doesn't match the fire, which is a 3D light emitter.

I would replace the image with a shpere that emits light of about the same color as the image and an opacity of zero and then postwork the image into the render.

PS: the opacity uses the same image, but with an image type of "alfa image"
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Re: Atmospheric Effects

Postby Hubby72 » Sat Aug 09, 2014 9:42 pm

Hubby72 Sat Aug 09, 2014 9:42 pm
The pictures should just show what i tried. my goal was to have only the flame as a light.

I used this for example in this scene :
NoPain.jpg


There a lots of ways to workaround that but not the same.
Here i placed a plane directly in front of the shield to "reflect" to light of the fire.
But the fire itself is no light here.

The same in the mouth of the dragon. I setup an fire object to create light in the mouth of the flames.

btw. When you use a sphere as a light emitter and set opacity to 0 the light is off. I tried in in that scene as one option.

Edit: I need to correct myself. Setting opacity to 0 did not switch off the light. Just verified it:)

I had the idea to set it directly behind the flames but the flamepane is blocking the light. If you lower opacity if the flameplane you always see the faked light sphere through it.

Grrrr..

i think i need to live with these workaround..postwork is no option for me. I try to avoid it.
Nevertheless thanks for your help :)
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Re: Atmospheric Effects

Postby Hubby72 » Mon Aug 11, 2014 10:16 pm

Hubby72 Mon Aug 11, 2014 10:16 pm
I just want to give feedback.

I got the volume and fog now much better working. Especially the volume cube now works with your settings Elele.
When i was trying around the same with the tutorial video i linked above it was not really working.
I try to setup a similar scene as in the video shown.

But today in an actual scene i am working on it worked like a charm and i got a decent light ray in the back and the perfect volume.
I combined it with the free fog tools from runtimedna which i placed in front.

Here is a quick render of the scene. That is the atmosphere i was looking for :)
Volume_OK.jpg


So thanks for your help. Volume and fog i can now set to "Done" on my list.
I am still unsatisfied with my fire and flames. But i am pretty sure there is a way to create good fire without postwork :)
Win 10 x64 | Zotac Geforce GTX780 6GB, Gigabyte GeForce GTX 960 | Intel Core i7 3770 | 32GB Corsair DDR3-1600 | PNY 480 GB SSD |
My Blog : http://www.subwaytotatooine.de/
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