Volumetric Lights
Moderator: juanjgon
Hi,
There are several topics in the forum related to the volumetric lights, even with example scenes:
viewtopic.php?f=36&t=59011&hilit=volumetric
viewtopic.php?f=36&t=53505&hilit=volumetric
Hope this helps,
-Juanjo
There are several topics in the forum related to the volumetric lights, even with example scenes:
viewtopic.php?f=36&t=59011&hilit=volumetric
viewtopic.php?f=36&t=53505&hilit=volumetric
Hope this helps,
-Juanjo
Thanks for those forum links!
I see how those were created, totally not what I was thinking, I thought it would be a light primitive but you are using mesh objects and the environment node.
Quick question Juanjgon, which render kernel is best for volumetric lights? Which setting would increase the quality? I've tried 5000+ samples and to be honest it still looks extremely grainy.
I see how those were created, totally not what I was thinking, I thought it would be a light primitive but you are using mesh objects and the environment node.
Quick question Juanjgon, which render kernel is best for volumetric lights? Which setting would increase the quality? I've tried 5000+ samples and to be honest it still looks extremely grainy.
- 3dreamstudios
- Posts: 479
- Joined: Fri Apr 03, 2015 8:55 pm
Yes noise is def an issue with this. (or at least always has been for me) As you can see even in that simple setup it had 8,000+ samples and was still grainy as heck. I don't have the time or resources to get my images on my 2 1080ti's to 8,000 samples. lol.
I have had to fall back and render out LW native volumetrics as a TGA and then composite in post. LW Native is super fast and somewhat decent for most things I need. You may consider that...maybe in V4 Octane we will have other options or noise cleanup..
I have had to fall back and render out LW native volumetrics as a TGA and then composite in post. LW Native is super fast and somewhat decent for most things I need. You may consider that...maybe in V4 Octane we will have other options or noise cleanup..
juanjgon wrote:Hi,
There are several topics in the forum related to the volumetric lights, even with example scenes:
viewtopic.php?f=36&t=59011&hilit=volumetric
viewtopic.php?f=36&t=53505&hilit=volumetric
Hope this helps,
-Juanjo
Do you know by any chance if octane is planning to develop volumetric lights for us like all renderers have or it is something to do with limitations of the GPU renderer?
I need a lighthouse with a nice beam of visible light and underwater sub and I cannot do it with limited octane medium environment.
Thank you!
I don't know if this is very helpful for you, but I wrote a scriptgraph that will generate a cone, with an emitter plane inside it and point it at a target location from a light position. The idea is that you give it a material with a scattering medium, and a material with emission. Then you set light position and light target coordinates, and it will generate a cone for you like this. You can also change the size of the cone.coilbook wrote:juanjgon wrote:Hi,
There are several topics in the forum related to the volumetric lights, even with example scenes:
viewtopic.php?f=36&t=59011&hilit=volumetric
viewtopic.php?f=36&t=53505&hilit=volumetric
Hope this helps,
-Juanjo
Do you know by any chance if octane is planning to develop volumetric lights for us like all renderers have or it is something to do with limitations of the GPU renderer?
I need a lighthouse with a nice beam of visible light and underwater sub and I cannot do it with limited octane medium environment.
Thank you!
I'll try to explain more when I'm back at the office on Monday.
- Attachments
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- vollight.lua
- (7.28 KiB) Downloaded 177 times
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- volumetric_light.orbx
- (277.31 KiB) Downloaded 181 times