Oceanshader with Karma

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Anyone here who knows if the Oceanshader works with Karma? Did try, seems it is not.

Also did check “ocean.h” in the vex includes to see if we can use spectrum in the shader, but without luck.

Thanks
Edited by fuat - 2020年5月11日 17:45:43
Fuat Yüksel
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Ocean shader mostly works - currently displace exports are unsupported in karma, so things like foams will be missing.

To render ocean volume, you need to use Rende Geometry Settings LOP on the interior geometry and enable “Uniform Volume” and set the “Uniform Volume Density” to match the cloud density in the ocean volume shader (not the most ideal workflow… we're hoping to address it in the future).

Also, SOP/Scene import will bring in display nodes, not render nodes. If you're using ocean shelf tools to create ocean objects, you may have noticed that display and render flags are not on the same node. You need to set the display flag on the render node to have it imported into LOPs.
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dlee
To render ocean volume, you need to use Rende Geometry Settings LOP on the interior geometry and enable “Uniform Volume” and set the “Uniform Volume Density” to match the cloud density in the ocean volume shader (not the most ideal workflow… we're hoping to address it in the future).

Is it possible to enable the equivalent of ‘vm_volumesurface’ in karma so the volume and surface shaders can be assigned to the same mesh (using a dPdz switch)?
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jsmack
Is it possible to enable the equivalent of ‘vm_volumesurface’ in karma so the volume and surface shaders can be assigned to the same mesh (using a dPdz switch)?

Not currently, no.
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Thanks for the clarification, dlee
Fuat Yüksel
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jsmack
Is it possible to enable the equivalent of ‘vm_volumesurface’ in karma so the volume and surface shaders can be assigned to the same mesh (using a dPdz switch)?

Not currently, no.
my hope for Karma was that it'll offer novel and more user friendly ways to do this rather than carry over baggage from Mantra
I always found this way of dealing with volume shading very unintuitive and cumbersome

I quite like how Octane deals with mediums through medium input of the shader

the goal is to be able to have Shader with volume scattering medium and mix it with a shader without, like clear glass, or a shader with pure absorption medium or SSS medium

the uniformvolume property and vm_volumesurface dPdz switch are global for the whole Material/geometry and not a part of the shader or layer struct, so they are not mixable as such
Edited by tamte - 2020年5月13日 04:41:02
Tomas Slancik
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