So I made a spherical isosurface volume to create a planet atmosphere, set it to Octane Volumes, and then used an Octane Volume Medium as follows, but it is not showing up:
Help is appreciated and thank you
IsoSurface Volume not rendering
Moderator: juanjgon
- rohandalvi
- Posts: 169
- Joined: Tue Apr 20, 2010 7:39 am
Did you give it a name. In the isooffset node you’ll have to name it density because the isooffset doesn’t do it automatically.
Thank you Rohan that worked, naming the isooffset to density. I guess this is the only way currently to do atmospherics for now I am guessing. Now I have to figure out how to do a falloff from the surface haha. By the way I bought your Octane volumetric series, thank you so much they are very helpful.
Is renderman better for atmosphere volumetrics as opposed to octane? Man if you do a planet atmospherics tutorial for both octane and renderman I would buy it haha
Is renderman better for atmosphere volumetrics as opposed to octane? Man if you do a planet atmospherics tutorial for both octane and renderman I would buy it haha
- rohandalvi
- Posts: 169
- Joined: Tue Apr 20, 2010 7:39 am
Renderman isn't bad but it's weird to setup and it's slow. A lot slower than Octane because it's CPU only. And the volume shader is weirder than Octane. If you are looking at other renderers you can look into 3delight, it's free up to 12 cores so it's worth a shot. Redshift is worth looking into as well and Arnold. Arnold probably has the best looking shaders.
Planetary atmosphere has to built manually. There's no render engine that does it automatically unless you're using Unreal.
For a falloff from centre outwards, Create a sphere. Use a points from volume. Then create a gradient from the centre out, you can make one using an attribute transfer. Set your point color to black, keep a white object in the centre and transfer the color attribute and set the distance to fade out the color. Copy the color to an attribute called density. The use a node called "volume rasterize attribute" and type density. It will turn your points into a volume and use the density values on the points to set the density of the volume.
Planetary atmosphere has to built manually. There's no render engine that does it automatically unless you're using Unreal.
For a falloff from centre outwards, Create a sphere. Use a points from volume. Then create a gradient from the centre out, you can make one using an attribute transfer. Set your point color to black, keep a white object in the centre and transfer the color attribute and set the distance to fade out the color. Copy the color to an attribute called density. The use a node called "volume rasterize attribute" and type density. It will turn your points into a volume and use the density values on the points to set the density of the volume.