Is there an example of the volumetric spotlight that isn't in a black abyss?
I feel demos always show volumetric lighting in nothingness and then when you put it in a real-world situation it never looks good... Prove me wrong please.
OctaneRender™ 2018.1 XB1
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Interior->Daylight->Medium->godrays + Volumetric_Spotlight =natemac00 wrote:Is there an example of the volumetric spotlight that isn't in a black abyss?
I feel demos always show volumetric lighting in nothingness and then when you put it in a real-world situation it never looks good... Prove me wrong please.
Daylight only:
Spotlight only:
Imagine if we could shape those lights into IES lights.... 

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Thank you, these look great. is there any control of fall off?Goldorak wrote:Interior->Daylight->Medium->godrays + Volumetric_Spotlight =natemac00 wrote:Is there an example of the volumetric spotlight that isn't in a black abyss?
I feel demos always show volumetric lighting in nothingness and then when you put it in a real-world situation it never looks good... Prove me wrong please.
Daylight only:
Spotlight only:
______________
Nate Mac - Chicago, IL
Cinema 4D R26.107 | Octane 2021.1.6
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Nate Mac - Chicago, IL
Cinema 4D R26.107 | Octane 2021.1.6
Main: AMD ThreadRipper | Win10 | 32-core | 128GB | RTX A5000 & GTX 2070 SUPER
Slaves: 4x GTX 980 Ti | GTX 1080 | GTX 1070 | GTX 1070Ti
The throw distance is what I was using the shape the light above the way I wanted (mixed with scale and cone size). You can also adjust the medium within an individual light volume rather than sharing the same global medium settings across all lights and the environment.natemac00 wrote:Thank you, these look great. is there any control of fall off?Goldorak wrote:Interior->Daylight->Medium->godrays + Volumetric_Spotlight =natemac00 wrote:Is there an example of the volumetric spotlight that isn't in a black abyss?
I feel demos always show volumetric lighting in nothingness and then when you put it in a real-world situation it never looks good... Prove me wrong please.
Daylight only:
Spotlight only:
The volumetric light nodes don’t show up in the node list in XB1, but this should be fixed in XB2.
- FrankPooleFloating
- Posts: 1669
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Is there any chance of finally getting backface culling in Octane any time soon? (for fading whole meshes without showing their innards)
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What about using polygon side node as input into visibility?FrankPooleFloating wrote:Is there any chance of finally getting backface culling in Octane any time soon? (for fading whole meshes without showing their innards)
This is not about hiding back facing polygons. It's about hiding the semi-transparent front facing polygons that are seen through other semi-transparent front-facing polygons. And, at the same time, without hiding polygons of other objects.Goldorak wrote:What about using polygon side node as input into visibility?FrankPooleFloating wrote:Is there any chance of finally getting backface culling in Octane any time soon? (for fading whole meshes without showing their innards)
Using
raytype()
in opacity we can hide an object from refractions, including its own refractions, but then that object is invisible behind glass. So, that trick can only be used for a limited number of cases and I'm pretty sure, not that many people are even aware that this can be done in Octane.So far I couldn't find a way to hide those overlapping polygons on a per object basis yet in Octane. So, my question is simple: Spectrons?
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- FrankPooleFloating
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- Joined: Thu Nov 29, 2012 3:48 pm
Thanks for clarifying that milanm. Hopefully Jules & Co are understanding us now. Whatever terminology one wants to use to describe the ability to fade in/out an object in 3d and not see the insides, this is what we need.. those of us who do technical renderings, infographics, instructions. If Otoy's goal is to be able to do virtually anything in Octane, this is one of the missing pieces, for sure. One shouldn't have to do a complex Render Layers and Compositing setup just to have transparent objects in their scenes. Please guys, make this happen already. Let Back to the Future and Star Trek be your inspiration. 

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