OctaneRender™ Standalone 3.06

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Re: OctaneRender™ Standalone 3.06 [current 3.xx]

Postby roeland » Wed May 24, 2017 2:18 am

roeland Wed May 24, 2017 2:18 am
coilbook wrote:REQUEST:

is there any way in sun daylight where it says scatter create a spinner next to it where fog will begin. That way we can make far away objects bluish. The reason is scatter fog in octane daylight is very very noisy and takes long time to render. I would love to set spinner at 400m, for example, that means no fog from the active camera first 400 meters then fog starts making far away objects blue there for front main objects will render noise free Thank you!

You can approximate this fading effect by using emission instead of scattering. Assuming you have a scattering medium set up:

  • Connect a blackbody emission node to the Emission input. Set the "Power" input to the lowest possible value, and copy/paste the scattering color to the "Texture" input.
  • On the medium node, switch off “Invert absorption” and copy the scattering color to the "Absorption" input. Switch off Invert absorption.
  • Set the scattering input to black (0.0).
  • Now, increase the power of the emission node created above until the strength of the blue fog looks right. This is likely to be a very low number, this adjustment may be easier if you decrease the brightness of the color in the texture input.

Since the contribution from an emitting medium is much easier to compute than scattering, the rendered image should not have more noise than without using a medium.

--
Roeland
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Re: OctaneRender™ Standalone 3.06 [current 3.xx]

Postby enricocerica » Wed May 24, 2017 6:59 am

enricocerica Wed May 24, 2017 6:59 am
roeland wrote:
coilbook wrote:REQUEST:

is there any way in sun daylight where it says scatter create a spinner next to it where fog will begin. That way we can make far away objects bluish. The reason is scatter fog in octane daylight is very very noisy and takes long time to render. I would love to set spinner at 400m, for example, that means no fog from the active camera first 400 meters then fog starts making far away objects blue there for front main objects will render noise free Thank you!

You can approximate this fading effect by using emission instead of scattering. Assuming you have a scattering medium set up:

  • Connect a blackbody emission node to the Emission input. Set the "Power" input to the lowest possible value, and copy/paste the scattering color to the "Texture" input.
  • On the medium node, switch off “Invert absorption” and copy the scattering color to the "Absorption" input. Switch off Invert absorption.
  • Set the scattering input to black (0.0).
  • Now, increase the power of the emission node created above until the strength of the blue fog looks right. This is likely to be a very low number, this adjustment may be easier if you decrease the brightness of the color in the texture input.

Since the contribution from an emitting medium is much easier to compute than scattering, the rendered image should not have more noise than without using a medium.

--
Roeland


Nice trick, however the fog applies to the whole scene and the foreground is also foggy. Playing with the radius allows to control the fog deepness but from front to back and what would be great is to invert this having less fog on front and more on background. I guess the radius affects the sphere around the camera ...
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