Thanks for the feedback guys! @TonyBoy @bepeg4d you were right it was my fake shadows, also had the emission down as a texture emission rather than a blackbody, also I didn't have fake shadows on! In the interface the box for Fake shadows was on but underneath it, the tick box was not checked, so threw me off a bit.
Could someone explain what fake shadows is and why it isn't on as a default?
Thanks again for your help, it's coming together!
VR project - Emissive texture broken - Urgent help needed
Moderators: ChrisHekman, aoktar
- JoeHunter91
- Posts: 6
- Joined: Mon Dec 12, 2016 11:24 am
Hi there,
Thought i'd keep it in the same thread so as not to bombard everyone...
The next question I have is volumetric light, I followed a tutorial where they told me to put a sphere around my camera, and then that sphere needed to have a fog volume texture applied. Find attached the setup.
Also find attached a screen of how the volume light is working. So my problem is that I want more dense beams of light coming through those gaps, but when I up the density of my scattering medium, it just makes everything darker so more particles the darker it is. I thought it would just affect the fog as it's illuminated.
Also added a nice example of volume light in an advert I found, would love to replicate this, but when I create fog volumes it never looks like this, and also when I just use octane fog it's constant throughout the scene rather than giving nice god rays etc.
Thanks again for any light you can shed on this!
Thought i'd keep it in the same thread so as not to bombard everyone...
The next question I have is volumetric light, I followed a tutorial where they told me to put a sphere around my camera, and then that sphere needed to have a fog volume texture applied. Find attached the setup.
Also find attached a screen of how the volume light is working. So my problem is that I want more dense beams of light coming through those gaps, but when I up the density of my scattering medium, it just makes everything darker so more particles the darker it is. I thought it would just affect the fog as it's illuminated.
Also added a nice example of volume light in an advert I found, would love to replicate this, but when I create fog volumes it never looks like this, and also when I just use octane fog it's constant throughout the scene rather than giving nice god rays etc.
Thanks again for any light you can shed on this!

Hi JoeHunter91,
now we have the environment medium node, please look at this example scene:
viewtopic.php?f=33&t=53977&p=274660&hil ... ys#p274660
In general, you have to remove the Invert absorption option or change the color to white, otherwise all the light is absorbed. But the most important value is the Thikness value, that works in meters and is relative to the maximum dimensions of the scene, so it must be corrected every time, and there is not a default value good for every condition.
ciao beppe
now we have the environment medium node, please look at this example scene:
viewtopic.php?f=33&t=53977&p=274660&hil ... ys#p274660
In general, you have to remove the Invert absorption option or change the color to white, otherwise all the light is absorbed. But the most important value is the Thikness value, that works in meters and is relative to the maximum dimensions of the scene, so it must be corrected every time, and there is not a default value good for every condition.
ciao beppe
- Liketheriver
- Posts: 47
- Joined: Thu Mar 17, 2016 12:35 pm
- Location: Italy
- Contact:
Hi Joe!
I have seen that the emitter is the filament itself, if the emitter is a really small surface with lot of polys it generate lot of noise, I advice you to emit the light from a low poly bulb size object instead, outside the real glass bulb (just a little) to avoid refraction, and switch on and off that object for achive the flickering effect, is not phisically correct but in that area the image get overexposed (adding a little of bloom power help) so you won't notice the difference and is more fast and very less grainy.
If you have some closeup scene (like in one of the latest image you posted, where you see clearly the filament) try using the same tecnique, but set the emitter bulb not visible from camera, and illuminate the filament accordingly but without emitting light from it
hope it help
Ciao
LTR
I have seen that the emitter is the filament itself, if the emitter is a really small surface with lot of polys it generate lot of noise, I advice you to emit the light from a low poly bulb size object instead, outside the real glass bulb (just a little) to avoid refraction, and switch on and off that object for achive the flickering effect, is not phisically correct but in that area the image get overexposed (adding a little of bloom power help) so you won't notice the difference and is more fast and very less grainy.
If you have some closeup scene (like in one of the latest image you posted, where you see clearly the filament) try using the same tecnique, but set the emitter bulb not visible from camera, and illuminate the filament accordingly but without emitting light from it
hope it help
Ciao
LTR
i7 12900k | 128GB ram | 4090 | Windows11