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Re: how to make SSS parametrical fog
Posted: Sat Nov 05, 2011 9:55 am
by kubo
@gilfanovruslan, most procedurals generators in Octane are 3D, just use a 3D float in the scale and you'll see it at work, also if you download my scene you'll see that the fog was done with a box on top of the objects that I wanted to add fog to. The only thing is that it doesn't work from inside... but I'm sure will figure something out.
Re: how to make SSS parametrical fog
Posted: Sun Nov 06, 2011 2:02 am
by radiance
gilfanovruslan wrote:I think something is misunderstood. Radiance said:"Absorption (and SSS) now also allows the use of 3D procedural textures to define the absorption for true volumetric 3D procedural media."
Where are 3d procedural textures? Where is TRUE VOLUMETRIC 3D procedural media?
"BTW, you can use a 3D procedural to define the scattering density in 3d space, to create clouds in an object, so if you place a large box over your scene, you can use procedurals to create real clouds or smoke/mist situations."
If there is a box over whole scene we do see nothing!
Not if the camera and lights are also in the box, and/or the box is transparent
Radiance
Re: how to make SSS parametrical fog
Posted: Sun Nov 06, 2011 3:51 am
by Daniel
Are 3D procedural textures the same as a hypertexture?
Re: how to make SSS parametrical fog
Posted: Fri Nov 25, 2011 6:42 pm
by kubo
a little update on the fog, this time I tried to do a volumetric ray aka god ray for the train scene, it's almost right, so it might be achieved playing a little more with the texture... I'm planning on using it doing an interior scene, that with some luck I'll get in the contest in time, I'll update my tests about it.
Also about general fog, or enviroment fog, I've created a nice effect using a dome with normals to the inside and the same material than in the first test to create a distance/enviroment/low clouds effect like placing between my main focus in the center and the objets in the "horizont" as mountains, and then having the camera inside creates a nice depth sensation. I'll post some test on that approach as the scene develops.
Have fun with it.
Re: how to make SSS parametrical fog
Posted: Fri Nov 25, 2011 7:38 pm
by kubo
I had forgot to post the parameters.
Here, playing with them I'm sure we can achieve neat things
Re: how to make SSS parametrical fog
Posted: Sat Nov 26, 2011 5:03 am
by p3taoctane
Thanks for sharing Kubo. I am still trying to get that effect as well.
Is there a way to add a ramp node that makes the fog effect trail off in "length" and width.
I tried in with a simple ramp JPG texture on a cone....and it worked pretty good "length" wise on the light but nit so good on he edges.
You seem to have a great grasp of using nodes to mix and match needed results... is there a "ramp" node that somehow with opacity can combine your fog in a trailing off fashion?
Just an idea for you to ponder
Thanks
Peter
Re: how to make SSS parametrical fog
Posted: Sat Nov 26, 2011 8:15 pm
by kubo
that's a nice idea, I'll give it a shot cause right now I'm trying to achieve the volumetric light effect, as you did I've tried with a gradient jpg, but it's not quite there yet.
Re: how to make SSS parametrical fog
Posted: Sat Nov 26, 2011 8:18 pm
by p3taoctane
Cool Kubo. I just finished this one and had to add the small light fog coming off the lamps in post. I tried adding a cone and a volumetric but the sharp edges did not work. I am not as good as you with all the nodes.... so if you get it I will buy you a virtual coffee somewhere somehow : >)
Good luck
Peter
Re: how to make SSS parametrical fog
Posted: Sat Nov 26, 2011 8:22 pm
by kubo
those snails look really cool, I'll try to make some test this weekend, I'm sure that with the combined effort will finally get nice volumetric light!
Re: how to make SSS parametrical fog
Posted: Sat Nov 26, 2011 8:34 pm
by p3taoctane
Sounds like a plan. I will mess some with it also