Hey all, first time poster here,
In my scene I have 2 pyro sims, flames only (RS emission sourced from temperature) and I am trying to illuminate a smoke volume between them (see images) with GI from the flames.
My instinct is to push emission scale in the shader, but I really have to crank it up to get enough light on the surfaces and the volume, and doing so naturally starts clipping and distorting the flame colors.
My questions are:
a. How do you balance this situation out? Do you compensate emission intensity by using darker colors for the flames? or
b. Is there a parameter to control secondary ray intensity on other objects? I know I can do that with regular material channels but I can't find it for volumes. I would prefer to keep the smoke absortion B/W because I want to add colored lights later on.
Thanks in advance, happy monday!
Redshift Pyro and GI intensity control workflow
1212 1 0- rezmajom
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- Enivob
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I don't think material emission can actually light a volume. What you might need to do is convert those objects on the side of the screen to a mesh (VDBConvert set to polygons), to use them as a mesh light. Then you will have have a Volume Contribution field (which defaults to 0) that you can increase to illuminate the central volume.
Using Houdini Indie 20.0
Ubuntu 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
Ubuntu 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
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