Hi,
I want to use the volume settings on the Octane tag to use a model as a volume, but the purple emission from the cylinder is still visible on the sphere even though the 'Visible On" settings are turned off. Am I missing something or is this an error?
Scene is attached below in the zip. Thanks for any help.
Volume Emission mat - 'Visible On' settings not working
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- Tim_Twisted
- Posts: 39
- Joined: Mon Apr 23, 2018 1:31 pm
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- Volume_Emission.zip
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Parameter is working not as you say in the title.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
The post doesn't explicitly tell what is your intention.
I'm also confused by the shading setup, could you explain why the medium node for the cylinder light source?
Diffuse material set to pure black (diffuse color) with the same emission nodes would be a more efficient and sampling friendly approach for a visually identical result.
Is the sphere shaded with a volume material?
The screen grab doesn't show everything.
I'm also confused by the shading setup, could you explain why the medium node for the cylinder light source?
Diffuse material set to pure black (diffuse color) with the same emission nodes would be a more efficient and sampling friendly approach for a visually identical result.
Is the sphere shaded with a volume material?
The screen grab doesn't show everything.
- Tim_Twisted
- Posts: 39
- Joined: Mon Apr 23, 2018 1:31 pm
The intention is to have the cylinder (light) not illuminating other objects (the sphere). The reason why I'm using the volume setup is because I'm looking to have something akin to a laser beam setup, and used to do a falloff shading to soften the edges. The volume has a nice feathering from whatever angle you look, but without the typical angle limitations of a falloff. The color/intensity is overblown but not the main issue atm.
Interesting case. Light Linking would have been my suggestion but in a volume with emission scenario, it is apparently not effective. I wonder if this is intended.
A dirty workaround would be the Ray Switch node plugged into the Opacity slot of the Volume node (diffuse + specular rays, for instance). However, doing so won't provide object level selective choices as Light Linking does.
A dirty workaround would be the Ray Switch node plugged into the Opacity slot of the Volume node (diffuse + specular rays, for instance). However, doing so won't provide object level selective choices as Light Linking does.
- Tim_Twisted
- Posts: 39
- Joined: Mon Apr 23, 2018 1:31 pm
Thanks for the suggestion. Raytype was also something I thought of using, but the volume medium inside of the octane tag isn't a full material (so no opacity slot). The scene is included in the zip in OP btw.
As for now I think render layers will be the way to go and just do a separate render for the beam. Thanks for thinking along with me.
As for now I think render layers will be the way to go and just do a separate render for the beam. Thanks for thinking along with me.