I agree that It would be nice to have a super simple, "unrealistic" fog mode. Maybe a specialized medium like 'simple absorption', 'simple scattering', etc. so that it's more or less compatible with the existing workflow.
Fog is one of the 3d techniques that's been around forever, and even when it's done in a very simple and efficient way, looks extremely realistic. In many cases, simple distance fog is more than adequate. It's been available in real-time rendering for almost 30 years. What Octane provides is far too slow in many circumstances.
There are many projects that I can't use Octane because it can't handle simple environment fog in a practical way, like the ancient Max Scanline render can.
New, easier fog?
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- paride4331
- Posts: 3808
- Joined: Fri Sep 18, 2015 7:19 am
paride4331 wrote:Hi guys,
I'm testing 2018.1, less volume noise and fast fog, it seems very fast.
Regards
Paride
hi Paride,
where can i find to set scatter depth in 2018.1?
otoy said:
"We have modified the way we integrate over volumes and also introduced a new mechanism that allows you to limit the scattering depth in kernel settings. Often a good result needs only a scatter depth of 2 or 3 bounces, and if you limit the scatter depth to this, you should see a good gain in performance.
We have also improved our integration which results in less noise, particularly near the boundaries of volumes. For this we keep a legacy volume rendering setting in the kernel settings, because volumes look slightly different, but render faster with less noise."
- XYZ-Animation
- Posts: 12
- Joined: Tue Nov 22, 2016 7:44 pm
High paride43....,
Could you post a example?
greetings Paul XYZ-Animation
Could you post a example?
greetings Paul XYZ-Animation