When can we support high fog, big fog? Rendering without fog
Moderator: ChrisHekman
- ChrisHekman
- Posts: 1071
- Joined: Wed Jan 18, 2017 3:09 pm
Do you mean volumetric fog from unreal? This is not supported atm, but we are looking into it.
You could try to use octane fog, either by creating a fog octane material, or by using the environment fog that is part of the environment node in the rendertarget.
You could try to use octane fog, either by creating a fog octane material, or by using the environment fog that is part of the environment node in the rendertarget.
Last edited by ChrisHekman on Mon Mar 30, 2020 2:04 pm, edited 1 time in total.
Hello, thank you for your reply. I checked the options of rendernTarget. It seems that I didn't find the fog related options in the environment column?ChrisHekman wrote:Do you mean volumetric fog from unreal? This is not supported atm, but we are looking into it.
You could try to use unreal fog, either by creating a fog octane material, or by using the environment fog that is part of the environment node in the rendertarget.
At the same time, I also want to ask, how to make the illusory point light source and spotlight produce soft shadow? Or adjust the softness and hardness of shadows? In the original DXR rendering of illusion, the option of light source area or light source radius can be correctly supported. However, octane rendering seems to completely ignore these options, which leads to my inability to find a way to generate soft shadows using point light and spotlight. Is this not supported yet, or is there another way to solve it?
- ChrisHekman
- Posts: 1071
- Joined: Wed Jan 18, 2017 3:09 pm
Its the "medium" item. This creates a volume around the camera that can do scattering. The "medium radius" determines the size of this volume around the camera.TBModel wrote:Hello, thank you for your reply. I checked the options of rendernTarget. It seems that I didn't find the fog related options in the environment column?ChrisHekman wrote:Do you mean volumetric fog from unreal? This is not supported atm, but we are looking into it.
You could try to use unreal fog, either by creating a fog octane material, or by using the environment fog that is part of the environment node in the rendertarget.
When you create a new volume or scattering medium node for the environment, dont forget to set the scattering color to get scattering.
Example: Another way is to create an actual fog material. Simply place an unreal box
Create new octane material, place it on the unreal box.
Open the octane matieral and add a specular material node, attach it to the output, and then add the same volume material as in the example picture above.
Im not quite sure what you mean. Could you show me an example?TBModel wrote: At the same time, I also want to ask, how to make the illusory point light source and spotlight produce soft shadow? Or adjust the softness and hardness of shadows? In the original DXR rendering of illusion, the option of light source area or light source radius can be correctly supported. However, octane rendering seems to completely ignore these options, which leads to my inability to find a way to generate soft shadows using point light and spotlight. Is this not supported yet, or is there another way to solve it?
You can set