
Volumetric Generators!
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Here is a zip containing the .ocs file and the sphere.obj file as requested! 

- Attachments
-
- VolumetricGenerator_Octane.zip
- Here is the scene file with the sphere model file (but you can use any model because it's the material that matters)
- (60.74 KiB) Downloaded 492 times
GTX 1080Ti 11GB (3x), Water-cooled
Intel i7-5820K 6-core @ 3.3GHz
Windows 10 Pro 64-bit, 32GB RAM
Intel i7-5820K 6-core @ 3.3GHz
Windows 10 Pro 64-bit, 32GB RAM
- FractalBuddha
- Posts: 73
- Joined: Sat Oct 22, 2011 2:26 am
Thank you for sharing. I will have fun with this.
Imagine reality
2 x GTX 560 | i7 | windows 7
2 x GTX 560 | i7 | windows 7
Yeah I bet so! Care to try it out and post something? I'm curious as well.
I'm glad you guys are enjoying this!
I'm glad you guys are enjoying this!

GTX 1080Ti 11GB (3x), Water-cooled
Intel i7-5820K 6-core @ 3.3GHz
Windows 10 Pro 64-bit, 32GB RAM
Intel i7-5820K 6-core @ 3.3GHz
Windows 10 Pro 64-bit, 32GB RAM
Great experiments 

Thank you very much for this very interesting setup.
I have played a bit with the settings, and I have added some post production tweaking.
Open the SantaTravel.ocs file and click on the sphere.obj node : you will see the gifts deliveries of Santa all around the world, in real time !
I have played a bit with the settings, and I have added some post production tweaking.
Open the SantaTravel.ocs file and click on the sphere.obj node : you will see the gifts deliveries of Santa all around the world, in real time !

- Attachments
-
- SantaTravel.zip
- See Santa delivery travel in real time !o)
- (60.38 KiB) Downloaded 348 times
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
- FractalBuddha
- Posts: 73
- Joined: Sat Oct 22, 2011 2:26 am
Here are my first test.
In this one I used sinewave with circular enabled.
The centre of the sphere seam to always be at the centre of the whole model ( the red cube ).
The tree blocks have the same material. For fun I placed a light source in the midle of a bloc with turbulence scattering. I want to find a way to control where I place the clouds and do not have the surface problems.
In this one I used sinewave with circular enabled.
The centre of the sphere seam to always be at the centre of the whole model ( the red cube ).
The tree blocks have the same material. For fun I placed a light source in the midle of a bloc with turbulence scattering. I want to find a way to control where I place the clouds and do not have the surface problems.
Imagine reality
2 x GTX 560 | i7 | windows 7
2 x GTX 560 | i7 | windows 7
LOL Roubal that's pretty clever
FractalBuddha those are some cool tests! Maybe there is a way to 3D offset the generator so that the center of the sphere is different, like a PSR transformation.
Perhaps we need another map similar to Falloff Map, but instead like "Depth Map" which may not be the best name for it because it would be confused with the traditional meaning. This Depth Map would be like depth from the surface of the object. Like how Stroke works in photoshop, but INTO the object. like submerging it. 3D Distance from the closest surface, or surface normal and measure inwards. idk... I feel like volumetric stuff could be way more involved and controlled.

FractalBuddha those are some cool tests! Maybe there is a way to 3D offset the generator so that the center of the sphere is different, like a PSR transformation.
Perhaps we need another map similar to Falloff Map, but instead like "Depth Map" which may not be the best name for it because it would be confused with the traditional meaning. This Depth Map would be like depth from the surface of the object. Like how Stroke works in photoshop, but INTO the object. like submerging it. 3D Distance from the closest surface, or surface normal and measure inwards. idk... I feel like volumetric stuff could be way more involved and controlled.
GTX 1080Ti 11GB (3x), Water-cooled
Intel i7-5820K 6-core @ 3.3GHz
Windows 10 Pro 64-bit, 32GB RAM
Intel i7-5820K 6-core @ 3.3GHz
Windows 10 Pro 64-bit, 32GB RAM
It seems Octane makes rays escape the scatter calculation after some bounces, that is why the clouds are a bit transparent, specially if the volume is very thick.
It would be a great asset to have the possibility to increase this maximum scatter bounce, specially for fog, clouds, smoke, as the current scattering algorithm is not unbiased, nor phisically correct...
It would be a great asset to have the possibility to increase this maximum scatter bounce, specially for fog, clouds, smoke, as the current scattering algorithm is not unbiased, nor phisically correct...
- FractalBuddha
- Posts: 73
- Joined: Sat Oct 22, 2011 2:26 am
I don't really like the result but I share it to help having better one eventually.
I wanted to simulate a fire with smoke in my workplace. The orange shape at top-left is the emmiter.
I placed a plane in front of the camera with settings similar to profbetis
I wanted to simulate a fire with smoke in my workplace. The orange shape at top-left is the emmiter.
I placed a plane in front of the camera with settings similar to profbetis
Imagine reality
2 x GTX 560 | i7 | windows 7
2 x GTX 560 | i7 | windows 7