Author Topic: Volumetric/SSS rendering playground  (Read 135556 times)

2014-08-05, 23:11:53
Reply #120

Siahpoosh

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2014-08-05, 23:30:48
Reply #121

Ludvik Koutny

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Yes, thanks... I already found it myself...

I took the scan and tried to utilize current SSS solution as best as i could. No funky multi-layered scattering or reflection, just basic setup and a few minutes of tweaking of maps :)






2014-08-06, 21:20:14
Reply #122

Ludvik Koutny

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Some more fun with Mr. Jellyhead.

I made skin a bit softer...





2014-08-06, 21:24:01
Reply #123

romullus

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Much better, but stil, nowhere near to what those fancy renderers with specialized skin shaders can do :]
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2014-08-06, 21:28:43
Reply #124

Ludvik Koutny

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Much better, but stil, nowhere near to what those fancy renderers with specialized skin shaders can do :]

Yup...  we need to wait for dedicated skin shader :)

2014-08-07, 16:19:08
Reply #125

t4si

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I was wandering if there is an option to render volume fog from inside of the "fog" object.

If camera is inside of the box with volume material applied there is no volume fog inside of the box. I think I understand why. But is there an option to render volume fog if the cam is inside of the fog object. Or am I missing something??

Attached picture: cam is just outside of the box with volume mat

edit: second picture: inside of "fog" box
« Last Edit: 2014-08-07, 16:25:42 by t4si »

2014-08-07, 17:11:44
Reply #126

romullus

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Assign you fog material as global volume material in enviroment settings. This should help.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2014-08-07, 19:59:00
Reply #127

juang3d

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Why do you get more Rays/s in the fog version?

Cheers.

2014-08-07, 20:11:49
Reply #128

maru

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Assign you fog material as global volume material in enviroment settings. This should help.
It would be nice to have a min/max altitude parameter for the global volume. If you assign a fog material, the sky usually turns white.
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2014-08-08, 00:09:33
Reply #129

Ondra

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Why do you get more Rays/s in the fog version?

Cheers.

because shading the simple volumetrics that corona supports is much faster than shading the potentially complex surfaces. And the scene is also very geometrically complex, so anything that happens far away from the trees is fast
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2014-08-08, 12:40:08
Reply #130

jjaz82

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test with volumemtl...how can i do to add a map for simulate smoke noise?

2014-08-08, 12:48:54
Reply #131

romullus

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Assign you fog material as global volume material in enviroment settings. This should help.
It would be nice to have a min/max altitude parameter for the global volume. If you assign a fog material, the sky usually turns white.
I think, you should post this in Feature Request section, as it sounds like useful thing to have.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2014-08-09, 09:29:48
Reply #133

Bigguns

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Hi guy's ,

Since I could not get any decent skin result with the corona Mtl and the new added sss compond to it, I gived a go at the  volumetric one.. wich is quite cool :)) I really like that volumetric thing hehe. Cant' wait to be able to use a diffuse map... and especially the skin shader! my god it's gonna be a killer :)

Is it popossible Keymaster to do this for the skin shader : ( I don'T know what you have in mind, it's maybe better :) )

first 2 layers are in volumetric and the third layers  is opaque sss , do you think it could be cool? With a nice ABC reflection  shader, really important :)
I really like the backscattering happening with the  sss volumetric shader... It's really slow to get noise free thought.. probably there is improvement in speed and noise to come :)

By the way here are my test so far trying to emulate skin :)  I'll post more test tomorrow, now I started a big render over night so let's see !

« Last Edit: 2014-08-09, 09:49:08 by Bigguns »

2014-08-09, 11:50:09
Reply #134

t4si

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Assign you fog material as global volume material in enviroment settings. This should help.

Thanks.

 Didn't even check the enviro settings tab. There used to be only slots for texture maps. But of course its logical to put a new option for volume material there... I should have checked that.