volumetric lights
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- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
I really need to try this. It looks great.
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- p3taoctane
- Posts: 1418
- Joined: Mon Jan 25, 2010 12:53 am
Thanks man. I am a maya user so I will try and duplicate the scene in Maya.
Will show you and credit you if I use it aye.
Peter
Will show you and credit you if I use it aye.
Peter
Windows 7 Pro_SP 1_64 bit_48 GB Ram_Intel Xeon X5660 2.80 GHZ x2_6 580GTX_1 Quadra 4800
Awesome, glad I could help
Dmi3ryd, try adjusting your gamma, it looks fairly washed out. Lowering you gamma will strengthen the shafts and keep the shadows dark. It may also help to turn down the amount of ray bounces in the scene so there's not a bunch of reflected light. Looks good though!

Dmi3ryd, try adjusting your gamma, it looks fairly washed out. Lowering you gamma will strengthen the shafts and keep the shadows dark. It may also help to turn down the amount of ray bounces in the scene so there's not a bunch of reflected light. Looks good though!

GTX 1080Ti 11GB (3x), Water-cooled
Intel i7-5820K 6-core @ 3.3GHz
Windows 10 Pro 64-bit, 32GB RAM
Intel i7-5820K 6-core @ 3.3GHz
Windows 10 Pro 64-bit, 32GB RAM
hi profbetis
i have playing a bit with the scene and have been able to recreate the effect in a new scene, not as good but....
but i don't really know what i do
can you please explane what does the scatter node in the fog material actually do?
thanks
i have playing a bit with the scene and have been able to recreate the effect in a new scene, not as good but....
but i don't really know what i do

thanks

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The Scatter material affects light that hits it and bounces it through the medium. Fog/dust is made out of very fine particles that light hits and then bounces off of in all directions. The scatter node simulates this. The higher the scale, the denser the fog, making more light hit inside the volume. However, this will also mean visibility is diminished because these same particles are also blocking light from reaching the camera.
To maximize the effect of the volume/light shafts, you need a very bright light source, which is why the sun is the best way to make these. If your light source is dim or low contrast compared to ambient light also being scattered, the shafts will be weak.
For strong light shafts, use a dark environment and a bright small light source. This creates maximum contrast to bring out the volumetric properties. If using Octane Daylight, low turbidity is best to bring out the brightness of the sun.
To maximize the effect of the volume/light shafts, you need a very bright light source, which is why the sun is the best way to make these. If your light source is dim or low contrast compared to ambient light also being scattered, the shafts will be weak.
For strong light shafts, use a dark environment and a bright small light source. This creates maximum contrast to bring out the volumetric properties. If using Octane Daylight, low turbidity is best to bring out the brightness of the sun.
GTX 1080Ti 11GB (3x), Water-cooled
Intel i7-5820K 6-core @ 3.3GHz
Windows 10 Pro 64-bit, 32GB RAM
Intel i7-5820K 6-core @ 3.3GHz
Windows 10 Pro 64-bit, 32GB RAM