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Question about Haze and Fog in Octane

Posted: Fri Aug 08, 2014 7:09 am
by Vue2Octane
I was wondering if there is any way to render haze effects or fog in Octane without packing the entire scene in one giant cube that contains 'particles for scattering'. I tried wrapping the entire scene in one giant and simple cube with opacity set to low values and so forth, but with limited success.
I was reading somewhere that fog etc. was possible, but can not find it. Was it dropped for some reason?

Background is that landscape renders/photographs or large scale renders typically have brigther more saturated colors close to the cam and bit darker more desaturated colors far away exactly because of haze.

Right now I have to match shadows, colors etc to the far away elements of my backdrop, beacause there is no haze option.

Other than that backdrop matching works like a charme in Octane...I just adapt colors/specularity etc. of the separate render elements to the backdrop and render away. Lighting turns always out to be pretty much the real thing because of path tracing. It is quite nice to recreate places and POVs that I see every day.

Render
v6d_blueout_midup_satup.jpg
Backdrop (just overlayed without any composite effects :)
v6dbg.jpg

Re: Question about Haze and Fog in Octane

Posted: Fri Aug 08, 2014 8:07 am
by smicha
These look so good!

Re: Question about Haze and Fog in Octane

Posted: Fri Aug 08, 2014 8:20 am
by ROUBAL
Hi, If it can be useful, explaned the method I use for fog and God rays here :

http://render.otoy.com/forum/viewtopic.php?f=9&t=38645

Re: Question about Haze and Fog in Octane

Posted: Fri Aug 08, 2014 8:37 am
by Elvissuperstar007
fog

Re: Question about Haze and Fog in Octane

Posted: Fri Aug 08, 2014 8:42 am
by Vue2Octane
these are all shader based fog/haze scenes with octane being only the plug-in. In shader based software it is Ok.
I meant the stand alone verion, so Fog/haze in unbiased path tracing.

Re: Question about Haze and Fog in Octane

Posted: Fri Aug 08, 2014 11:42 am
by suvakas
You could fake it in post with inverted z-depth channel.

Suv

Re: Question about Haze and Fog in Octane

Posted: Fri Aug 08, 2014 1:50 pm
by Vue2Octane
That's a good idea. Will try to re-render z-depth and composite.
Totally lost sight of the deep channel mode...

Re: Question about Haze and Fog in Octane

Posted: Sun Aug 10, 2014 4:29 pm
by snake12
Nice render, your trees is forest pack...

Re: Question about Haze and Fog in Octane

Posted: Mon Aug 11, 2014 9:19 am
by Seekerfinder
Agreed. We need a turbidity depth node!

Seeker

Re: Question about Haze and Fog in Octane

Posted: Mon Aug 11, 2014 10:01 am
by Vue2Octane
I rendered z-depth and used it in composite. It worked well, even with z-depth only 100 samples. I think any other Shader based software does it also that way, i.e. adjust brightness and saturation by using z-depth. Personally I am quite happy with that. It works.

Also in general I have to say that Octane does a really good job in photo-matched landscape rendering. Scenes just keep coming and coming, all with photoreal quality if colors of trees/plants/etc. are properly matched. Lighting is spot on.
That I would ever path-trace landscape renders after years and years of tinkering with biased render engines, never quite pinning it, was beyond my boldest dreams. That I see that day while I am still alive...I would not have thought it. But then I am only 32 :D