i know we have the sample scenes for voluemtric light effects . but is it possible to explain it in the lw octane manual?
i mean the function from the octane scattering medium node etc.pp if you would build volumetric lights
(or is it there and i can`t find it?)
Yes, I agree. At some point, after the summer I'll work updating the plugin docs. The platform used to manage the docs site has changed and we have not all the stuff ready to work on them again.
Meanwhile, you can always check the Standalone docs. Usually, the nodes and workflow are the same in Standalone and Lightwave, so you can use the Standalone docs as a reference.
Omg just had a nice laugh, the bottom image of hair render made with maya hair, was made by me - but it was c4d hair exported as mesh to standalone, version 1 , I'm crying
Hi. I do not want to create a new topic. Moreover, in this topic there are people with very deep knowledge in the Octane.
How to affect the fog so that it is cut off when approaching a certain distance to the objects / camera?
I need to create an underwater world. It is characterized by the fact that the water in most natural reservoirs has a limited transparency. Ie objects at a distance in the water look like in a fog.
Fog in the Octane looking good (except render time), but the fact is that in this watery (foggy) environment must moving the underwater vehicle with the passengers inside.
The fog affects my underwater object so that through its glass everything inside looks black. If I make the fog weaker - then inside the phone you can see something. But then there is too little fog to imitate the aquatic environment.
(Time to sorry for my english)).
The underwater apparatus is always in the camera lens and in its focus. And I would like the fog not to affect the area where this device is located at the moment.
Is there any way to do this?
Thanks.
AMD Threadripper 1950X/64gb ram/RTX 3080 Ti + RTX 2070/Samsung SSD 870 EVO 500 gb/
Lightwave 3d
Perhaps the old trick of rendering the fog effects using a sphere with the inverted normals with the camera inside (and in your case the object) could help. Attached you have a sample scene.
I do not understand. Every time I try to make a volumetric object for Octane - I can not do anything on the first try. It always turns out spontaneously and I can not understand the algorithm of actions.
I create a null object, assign it an Octane Volumetric option to it. Then I open the interface of this function and I choose Volume type - cube or sphere.
Then I open the Node Editor and connect the OVM node to the corresponding input.
In OVM, I change the value of the scattering and density (different from 0). And - nothing. Light is Octane Light. Render Kernel - PT. Why can not a simple task simply be solved?
AMD Threadripper 1950X/64gb ram/RTX 3080 Ti + RTX 2070/Samsung SSD 870 EVO 500 gb/
Lightwave 3d
promity wrote:I do not understand. Every time I try to make a volumetric object for Octane - I can not do anything on the first try. It always turns out spontaneously and I can not understand the algorithm of actions.
I create a null object, assign it an Octane Volumetric option to it. Then I open the interface of this function and I choose Volume type - cube or sphere.
Then I open the Node Editor and connect the OVM node to the corresponding input.
In OVM, I change the value of the scattering and density (different from 0). And - nothing. Light is Octane Light. Render Kernel - PT. Why can not a simple task simply be solved?
"Light is Octane Light"
it work not with octane lights...use a poly with light emission...