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Re: Octane Fog

Posted: Mon Jan 07, 2013 5:57 am
by nildoe
last pic is just...awe..some, Karba will Fog/Godrays also work with DLight?

Nildo

Re: Octane Fog

Posted: Mon Jan 07, 2013 9:24 am
by aoktar
uppps :ugeek:

Re: Octane Fog

Posted: Mon Jan 07, 2013 10:18 pm
by Karba
Evermotion scene

1600x1200
~1h of rendering, 7000samples/pix, Path Tracing, GTX690

Re: Octane Fog

Posted: Mon Jan 07, 2013 10:49 pm
by gabrielefx
impressive!

you tried with animation?

is it possible to animate fog parameters?

what's the next step? smoke?

Re: Octane Fog

Posted: Mon Jan 07, 2013 10:52 pm
by Karba
gabrielefx wrote:impressive!

you tried with animation?

is it possible to animate fog parameters?

what's the next step? smoke?
Fog is just specular material applied to mesh with fake shadows (allow light to pass without caustic) and scattering. So you can animate scattering parameters and fog mesh.

Re: Octane Fog

Posted: Mon Jan 07, 2013 11:07 pm
by manalokos
Hello Karba, is this a new feature or simply using what is already available in 1.02?

Re: Octane Fog

Posted: Mon Jan 07, 2013 11:11 pm
by Karba
manalokos wrote:Hello Karba, is this a new feature or simply using what is already available in 1.02?
It is a new feature.

Re: Octane Fog

Posted: Tue Jan 08, 2013 12:51 am
by manalokos
Great!
what is the difference between this new feature and the scattering node usualy applied to the specular shader?

regards
Filipe

Re: Octane Fog

Posted: Tue Jan 08, 2013 1:18 am
by Karba
manalokos wrote:Great!
what is the difference between this new feature and the scattering node usualy applied to the specular shader?

regards
Filipe
That is just extra ability to scattering node and specular material

Re: Octane Fog

Posted: Tue Jan 08, 2013 1:26 am
by kavorka
Karba wrote:Evermotion scene

1600x1200
~1h of rendering, 7000samples/pix, Path Tracing, GTX690

Ive seen this scene go through many iterations now, but this is by far the best. Image is INSANE!