Question about Haze and Fog in Octane

Display your final art here...
Forum rules
Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the top left corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and pathtracing or PMC. Thanks for your attention, The OctaneRender Team.


For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.

This is necessary to avoid this forum being flooded by spam.
Post Reply
Vue2Octane
Licensed Customer
Posts: 88
Joined: Thu Jun 26, 2014 8:16 am

I was wondering if there is any way to render haze effects or fog in Octane without packing the entire scene in one giant cube that contains 'particles for scattering'. I tried wrapping the entire scene in one giant and simple cube with opacity set to low values and so forth, but with limited success.
I was reading somewhere that fog etc. was possible, but can not find it. Was it dropped for some reason?

Background is that landscape renders/photographs or large scale renders typically have brigther more saturated colors close to the cam and bit darker more desaturated colors far away exactly because of haze.

Right now I have to match shadows, colors etc to the far away elements of my backdrop, beacause there is no haze option.

Other than that backdrop matching works like a charme in Octane...I just adapt colors/specularity etc. of the separate render elements to the backdrop and render away. Lighting turns always out to be pretty much the real thing because of path tracing. It is quite nice to recreate places and POVs that I see every day.

Render
v6d_blueout_midup_satup.jpg
Backdrop (just overlayed without any composite effects :)
v6dbg.jpg
User avatar
smicha
Licensed Customer
Posts: 3151
Joined: Wed Sep 21, 2011 4:13 pm
Location: Warsaw, Poland

These look so good!
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
User avatar
ROUBAL
Licensed Customer
Posts: 2199
Joined: Mon Jan 25, 2010 5:25 pm
Location: FRANCE
Contact:

Hi, If it can be useful, explaned the method I use for fog and God rays here :

http://render.otoy.com/forum/viewtopic.php?f=9&t=38645
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
User avatar
Elvissuperstar007
Licensed Customer
Posts: 2506
Joined: Thu May 20, 2010 8:20 am
Location: Ukraine/Russia
Contact:

fog
Attachments
QMgBCmJEd9M.jpg
BlueFog.zip
(1.04 MiB) Downloaded 210 times
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
Vue2Octane
Licensed Customer
Posts: 88
Joined: Thu Jun 26, 2014 8:16 am

these are all shader based fog/haze scenes with octane being only the plug-in. In shader based software it is Ok.
I meant the stand alone verion, so Fog/haze in unbiased path tracing.
User avatar
suvakas
Licensed Customer
Posts: 503
Joined: Sun Jun 12, 2011 10:26 am

You could fake it in post with inverted z-depth channel.

Suv
Vue2Octane
Licensed Customer
Posts: 88
Joined: Thu Jun 26, 2014 8:16 am

That's a good idea. Will try to re-render z-depth and composite.
Totally lost sight of the deep channel mode...
snake12
Licensed Customer
Posts: 97
Joined: Sat Jun 25, 2011 7:21 am

Nice render, your trees is forest pack...
Cosmos II, Asrock 79 extreme 11, Intel i7-3930K 4.40 GHz, 32gb Ram Quad 2.400 OC., 2 Drives Intel SSd 520 240gb Raid 0, 1 Gtx 580 3 gb + 3 Gtx 590 4Gb.
User avatar
Seekerfinder
Licensed Customer
Posts: 1600
Joined: Tue Jan 04, 2011 11:34 am

Agreed. We need a turbidity depth node!

Seeker
Win 8(64) | P9X79-E WS | i7-3930K | 32GB | GTX Titan & GTX 780Ti | SketchUP | Revit | Beta tester for Revit & Sketchup plugins for Octane
Vue2Octane
Licensed Customer
Posts: 88
Joined: Thu Jun 26, 2014 8:16 am

I rendered z-depth and used it in composite. It worked well, even with z-depth only 100 samples. I think any other Shader based software does it also that way, i.e. adjust brightness and saturation by using z-depth. Personally I am quite happy with that. It works.

Also in general I have to say that Octane does a really good job in photo-matched landscape rendering. Scenes just keep coming and coming, all with photoreal quality if colors of trees/plants/etc. are properly matched. Lighting is spot on.
That I would ever path-trace landscape renders after years and years of tinkering with biased render engines, never quite pinning it, was beyond my boldest dreams. That I see that day while I am still alive...I would not have thought it. But then I am only 32 :D
Post Reply

Return to “M is for Metaverse Gallery”