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Notice for new OR 3! no dispersion/rainbow for clouds!???

Posted: Fri Aug 14, 2015 3:25 pm
by nuno1980
NOTICE, if you have mistaked! After I have saw the "volume" scene new Octane Render v3 demo ("Otoy" server)

Lack of dispersion option for fog material!?? I'm worried?! :(

See an example - nebulosity very low opaced of rainbow circulated:
nebulosity - rainbow.jpg
Can you understand well?

Re: Notice for new OR 3! no dispersion/rainbow for clouds!???

Posted: Sun Aug 16, 2015 8:47 pm
by martincarlson
I heard the PMC kernel is removed in the real Octane 3. And no support for caustics.

Re: Notice for new OR 3! no dispersion/rainbow for clouds!???

Posted: Sun Aug 16, 2015 9:44 pm
by abstrax
Halos are effects that occur when light is refracted in droplets floating in the air. Volumetric scattering doesn't simulate this effect, because it would be to slow to render. Instead, it's approximated using models that are easy to integrate and are close enough for most use-cases. Octane is a physically based renderer for artistic usage and not a physics simulator.

Regarding the version 3 web demo: The PMC kernel will be part of the 3.0 release, we just didn't have time to convert the kernel to the new system we introduced to improve performance and allow OpenCL and OSL.

Re: Notice for new OR 3! no dispersion/rainbow for clouds!???

Posted: Sun Aug 16, 2015 9:57 pm
by nuno1980
abstrax wrote:Halos are effects that occur when light is refracted in droplets floating in the air. Volumetric scattering
doesn't simulate this effect, because it would be to slow to render. Instead, it's approximated using models that are easy to integrate and are close enough for most use-cases.
Yeah. :)
Octane is a physically based renderer for artistic usage and a physics simulator.
Likely good news! - Does new OR3 add Birefringence support? :)

Re: Notice for new OR 3! no dispersion/rainbow for clouds!???

Posted: Mon Aug 17, 2015 10:47 am
by abstrax
nuno1980 wrote:
abstrax wrote:Halos are effects that occur when light is refracted in droplets floating in the air. Volumetric scattering
doesn't simulate this effect, because it would be to slow to render. Instead, it's approximated using models that are easy to integrate and are close enough for most use-cases.
Yeah. :)
Octane is a physically based renderer for artistic usage and a physics simulator.
Likely good news! - Does new OR3 add Birefringence support? :)
Sorry, I wasn't fully awake when I wrote the post and forgot the most important word: I meant, Octane is not a physics simulator. It's really meant for artistic use, i.e. it's practically not feasible to simulate all optical phenomenas you can find in nature. Birefringence and halos are some of them.