hello,
in this scene i've a big box wiht transmissive material and a medium node plugged in, and i get a nice volume fog effect.
Now i'd like to have it a density variation in volume so i plug a map in Medium but nothing happens.
To keep it simple i tried a check texture, which is B/W so effect should be strongly noticeable. If i apply the map to Volume Box's material we see it's correctly sized and placed:
so i would expect a visible effect on volumetrics but nothing happens, no matter where i plug the node.
Is there a way to texturize density/scattering ?
thanks
Paolo
volumetric medium texturing not working
Moderator: juanjgon
Yes, unsing a 100% transmissive material and plugging a medium there will give you a "fog box" like the one you see.
Better than medium into Rendertarget since you can control it's position and distance to camera - i.e. in this case i need fog to start at a given distance from camera and you cannot get this effect with Render target Medium.
Problem is it seems you cannot set local density/scatter, if you plug any map there it sill not obey to the map.
Paolo
Better than medium into Rendertarget since you can control it's position and distance to camera - i.e. in this case i need fog to start at a given distance from camera and you cannot get this effect with Render target Medium.
Problem is it seems you cannot set local density/scatter, if you plug any map there it sill not obey to the map.
Paolo
I7 960 3.2 GHZ - 6GB ram - GTS 250 display only - Asus GTX 470
Are you using the actual Octane volumetric object to create this textured fog? As in - adding an Octane Fog Volume object - under the Custom Objects in item properties. If you do, then a texture node is available (that takes in standard Lightwave procedural textures) for the density