hi,
I was reading theses threads :
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=17462 [sidefx.com]
and start to run this example :
http://www.sidefx.com/docs/houdini11.0/examples/nodes/shop/atmosphere/AtmosphereShader [sidefx.com]
I decided to test how the shader works with volumetric shape.
My result is jointed.
How it could be possible to get volumetric light or fog working with volume
especiallly vexvolume1 procedural.
Thanks for your help
++
Vincent
atmosphere effect : how to
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- vbk!!!
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Those two links describe two different methods. One using an Atmosphere object and shader and the other by directly rendering a volume primitive.
I would go with the latter btw and render a volume primitive directly.
Rendering with fog from a fog atmosphere object and a fog atmosphere shader will always lead to compositing problems and shadow issues not present when you render a volume primitive with a constant smoke mantra surface shader.
You don't need to bother with the Mantra Volume procedural unless you want to manufacture your density at render time via point clouds or some other means. If you have the volume present in your houdini scene might as well render it directly. It will be diced in to micro-voxels along with all the other geometry in the scene and just play nicely.
I would go with the latter btw and render a volume primitive directly.
Rendering with fog from a fog atmosphere object and a fog atmosphere shader will always lead to compositing problems and shadow issues not present when you render a volume primitive with a constant smoke mantra surface shader.
You don't need to bother with the Mantra Volume procedural unless you want to manufacture your density at render time via point clouds or some other means. If you have the volume present in your houdini scene might as well render it directly. It will be diced in to micro-voxels along with all the other geometry in the scene and just play nicely.
There's at least one school like the old school!
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