Is there a way to have light that has been reflected from a surface to be scattered when the light and surface are in an Octane For Volume?
Thanks,
Greg
Reflected Light and Scattering
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Hi Greg,
This is possible thanks to Octane's light transportation capabilities, however, it is a highly computational scenario. PMC would be the appropriate kernel and it is needless to say that the scene would require
• a volume with not a dark scattering (in Standalone, it is black by default),
• a default or high enough GI Clamping value, as the lower it is set to, the less natural secondary bounces (in short),
• ≥ 2 ray depth values
• Powerful-enough source light and/or high-enough Camera Imager exposure value.
With volume: Without: The ORBX has been attached.
This is possible thanks to Octane's light transportation capabilities, however, it is a highly computational scenario. PMC would be the appropriate kernel and it is needless to say that the scene would require
• a volume with not a dark scattering (in Standalone, it is black by default),
• a default or high enough GI Clamping value, as the lower it is set to, the less natural secondary bounces (in short),
• ≥ 2 ray depth values
• Powerful-enough source light and/or high-enough Camera Imager exposure value.
With volume: Without: The ORBX has been attached.
- Attachments
-
- bollella_reflected_light_scattering.orbx
- (61.57 KiB) Downloaded 94 times
Thanks Elsksa!
I have been able to create the effect using OctaneX Enterprise for C4D (PR11 for MacOS Big Sur (Metal))
The effect isn't as dramatic as I had hoped. And, as you say, compute intensive. It is hard to see the effect in the attached image but I can see it on my system. Very faint scattering from the cube to the cone.
No Volume: With Volume:
I have been able to create the effect using OctaneX Enterprise for C4D (PR11 for MacOS Big Sur (Metal))
The effect isn't as dramatic as I had hoped. And, as you say, compute intensive. It is hard to see the effect in the attached image but I can see it on my system. Very faint scattering from the cube to the cone.
No Volume: With Volume:
Your case is different and more difficult as it is involving "volumetric caustics". Patience will be key for such scenarios.
I would suggest having the PMC's Parallelism value to 1 and additionally lower the ray-depths values to a 2-5 range.
There will be a new Kernel that will handle caustics better, although I do not know (or remember) how volumetic caustics will be handled with it. If I am not mistaking, Brigade, from the published demos, is also capable of handling volumetric caustics in an efficient way.
I would suggest having the PMC's Parallelism value to 1 and additionally lower the ray-depths values to a 2-5 range.
There will be a new Kernel that will handle caustics better, although I do not know (or remember) how volumetic caustics will be handled with it. If I am not mistaking, Brigade, from the published demos, is also capable of handling volumetric caustics in an efficient way.