OctaneRender™ 2018.1 XB1

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natemac00
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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.
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Goldorak
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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.
Interior->Daylight->Medium->godrays + Volumetric_Spotlight =
godrays+spot2.png
Daylight only:
godrays_sunpng.png
Spotlight only:
godrays_spot.png
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Notiusweb
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Imagine if we could shape those lights into IES lights.... :geek:
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divasoft
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Goldorak wrote: Interior->Daylight->Medium->godrays + Volumetric_Spotlight =
I can't find Volumetric light node in node list.
it has not added to 2018 XB1 yet?
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natemac00
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Goldorak wrote:
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.
Interior->Daylight->Medium->godrays + Volumetric_Spotlight =
The attachment godrays+spot2.png is no longer available
Daylight only:
The attachment godrays_sunpng.png is no longer available
Spotlight only:
The attachment godrays_spot.png is no longer available
Thank you, these look great. is there any control of fall off?
D5191733-4F73-404C-AD1F-EF20B5292B13.jpeg
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Nate Mac - Chicago, IL
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Goldorak
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natemac00 wrote:
Goldorak wrote:
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.
Interior->Daylight->Medium->godrays + Volumetric_Spotlight =
godrays+spot2.png
Daylight only:
godrays_sunpng.png
Spotlight only:
godrays_spot.png
Thank you, these look great. is there any control of fall off?
D5191733-4F73-404C-AD1F-EF20B5292B13.jpeg
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.

The volumetric light nodes don’t show up in the node list in XB1, but this should be fixed in XB2.
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FrankPooleFloating
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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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Goldorak
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FrankPooleFloating wrote:Is there any chance of finally getting backface culling in Octane any time soon? (for fading whole meshes without showing their innards)
What about using polygon side node as input into visibility?
milanm
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Goldorak wrote:
FrankPooleFloating wrote:Is there any chance of finally getting backface culling in Octane any time soon? (for fading whole meshes without showing their innards)
What about using polygon side node as input into visibility?
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.
torus-opacity.JPG
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.
torus2.jpg
RaytypeAndRefraction.orbx
(2.6 MiB) Downloaded 214 times

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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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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