volume fog in 1.11

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face
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archigrafix wrote:What version do you use? I am on 1.11 and dont see no fog node...
Nor any file supplied by Karba
Use a specular cube with a scatter which is the fog. In the specular node, turn on fake_shadows.
Place the meshes inside this cube and the camera outside.

face
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p3taoctane
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The file is in the 1.1 release message
It is the way you set up a specular file and the accompanying light sources.
I'm swamped today but will post a screen shot as soon as I can

Karba's file will illustrate the settings well too.
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mib2berlin
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Ah, thanks, found the file on page 5.

Cheers, mib.
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Synthercat
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archigrafix wrote:What version do you use? I am on 1.11 and dont see no fog node...
Nor any file supplied by Karba
+1
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Synthercat
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face wrote:
archigrafix wrote:What version do you use? I am on 1.11 and dont see no fog node...
Nor any file supplied by Karba
Use a specular cube with a scatter which is the fog. In the specular node, turn on fake_shadows.
Place the meshes inside this cube and the camera outside.

face
Oh! I just saw that post. Thanks man!
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ROUBAL
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Are you sure ? I think that in the example file, the camera is inside the fog volume. I can't verify right now, as I am not on my workstation with Octane.
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enricocerica
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ROUBAL wrote:Are you sure ? I think that in the example file, the camera is inside the fog volume. I can't verify right now, as I am not on my workstation with Octane.
I think that the camera is outside, just because I tried with the camera inside the cube, which would be much useful and it doesn't work, I've tried all the ways and nope :(
If someone has an idea on how to get the fog result with a camera inside the fog, I would be really happy ;)
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face
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enricocerica wrote: I think that the camera is outside, just because I tried with the camera inside the cube, which would be much useful and it doesn't work, I've tried all the ways and nope :(
If someone has an idea on how to get the fog result with a camera inside the fog, I would be really happy ;)
There is a tricky way, i used inside Softimage. For this i need only 2 cubes.
One cube is constrained to the camera position and follow the movement of the camera. The other one is the volume itselft.
Now i bool they together with mode difference and hide the both cubes. The result i get is now a small cube where is nothing, inside a big cube, where the medium is.
Because the boolean is interactive, at least in Softimage, the result is always up to date if i move the camera.
It is also possible to constrain the direction of the cube to the camera, so the camera is alway looking parallel to a face, but i think because a fog is fade in slowly, there is no need to do that.

I have moved the camera in the example to an edge to show the result.

face
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abstrax
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enricocerica wrote:
ROUBAL wrote:Are you sure ? I think that in the example file, the camera is inside the fog volume. I can't verify right now, as I am not on my workstation with Octane.
I think that the camera is outside, just because I tried with the camera inside the cube, which would be much useful and it doesn't work, I've tried all the ways and nope :(
If someone has an idea on how to get the fog result with a camera inside the fog, I would be really happy ;)
Try it with a small sphere around the camera, that has the normals pointing inside (i.e. towards the camera) which has the fog material. I think you need "tell" Octane that a path enters the volume, you do that by having some surface with a material with a medium.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
manalokos
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yes, just make a sphere with inverted normals with a placement node with camera coordinates, with the same scattering material of the volume bounding box.
By the way, octane team! You could make an output port for the position of the camera to automatically contrain position and orientation of objects to camera.

Best regards
Filipe
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