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Re: volumetric light

Posted: Thu Mar 06, 2014 1:39 am
by bpzen
The sun was too strong seems to be working now. thank you

Re: volumetric light

Posted: Thu Mar 06, 2014 4:37 pm
by bpzen
one more question on this, teh tutorial showed him putting the camra into a bubble. Anyone know what that is all about and if we should or can we do this in poser / plugin?

thanks

Re: volumetric light

Posted: Thu Mar 06, 2014 5:27 pm
by Erick
bpzen wrote:one more question on this, teh tutorial showed him putting the camra into a bubble. Anyone know what that is all about and if we should or can we do this in poser / plugin?

thanks
What I did was, going into Blender and adding a uv-sphere, scaled it down a bit and flipped directions of the normals. So that they're "pointing to the inside" of the sphere. Just like it was mentioned in the tut, I posted earlier. Even tho I had NO clue about things in Blender, this task was pretty easy to fulfil, hehe.
Back in Poser I did set up my scene, set up the cameras position and finally imported the sphere. Re-scaled it a bit more and positioned it, so that the camera was indeed IN it. I had to adjust the transparency of the sphere in the Poser Mat.Room, so I could see through it, hehe.
A test, which I did later, showed, that you can also get the effect, by simply using a one-sided square (Poser primitive) and turn it around, so that your camera would look at the normals of the square. But in this case, as well, you may want to set the transparency of the square to a value, where you can see through it.


Thanks, Paul, for the compliment =)

Re: volumetric light

Posted: Thu Mar 06, 2014 10:28 pm
by face_off
My initial experiments showed no difference between having the normals face in or out. But would be good to hear others' testing this. Perhaps the normals direction dictates whether the camera means to be inside or outside the volume.

Paul

Re: volumetric light

Posted: Sat Mar 08, 2014 1:18 pm
by TRRazor
I just thought I'd leave this here...
First experiment with the previously mentioned method. Light source is Octane Daylight.

http://trrazor.deviantart.com/art/Art-Hall-438796409

Re: volumetric light

Posted: Wed Mar 12, 2014 7:42 pm
by ThetaGraphics

Re: volumetric light

Posted: Wed Mar 12, 2014 8:56 pm
by samhal
ThetaGraphics wrote:Thanks for the tips! ;)

http://www.thetagraphics.com/rendo/sunbeams.png
Very cool render!!

Re: volumetric light

Posted: Thu Mar 13, 2014 2:35 am
by bpzen
dumb question, bu thow do you make teh camra visable to put the shpere around it and a follow up to that is why do we need to do that?

Re: volumetric light

Posted: Thu Mar 13, 2014 9:09 am
by TRRazor
@bpzen I never had to put ANY sphere around the camera...
Just make sure to NOT put the camera inside the fog volume since the effect won't become visible then.

Re: volumetric light

Posted: Thu Mar 13, 2014 7:45 pm
by Erick
bpzen wrote:dumb question, bu thow do you make teh camra visable to put the shpere around it and a follow up to that is why do we need to do that?
In the Hierarchy Editor window you can check "show cameras". By clicking the eye symbol, you can make the camera(s) visible or invisible again..