Thickness based volume scattering

Use this forum for general user support and related questions.
Post Reply
User avatar
Egert_Kanep
Posts: 202
Joined: Tue Mar 13, 2018 10:34 am

Thickness based volume scattering

Post by Egert_Kanep » Sun Oct 20, 2019 9:37 am

I got curios if there was a way to control volume scattering based on thickness or pointiness. I'm doing water shading tests and usually in the wave peaks you see these bright blue parts, I thought I could use volume scattering to have deeper, calm parts scatter less and these high peaks scatter more. But I can't figure out how to control it
Attachments
Capture.PNG

User avatar
Dade
Developer
Posts: 3398
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: Thickness based volume scattering

Post by Dade » Sun Oct 20, 2019 10:35 am

Egert_Kanep wrote:
Sun Oct 20, 2019 9:37 am
I got curios if there was a way to control volume scattering based on thickness or pointiness. I'm doing water shading tests and usually in the wave peaks you see these bright blue parts, I thought I could use volume scattering to have deeper, calm parts scatter less and these high peaks scatter more. But I can't figure out how to control it
I think the only way is to use an heterogeneous volume: the effect should be related to the amount of air/water mix, on peaks you have probably a lot more air mixed with water.

However, I think is more related to the color of the scattering event than the amount of scattering: it should be, not about having more/less scattering, but about a different scattering color.

I have the feeling a OpenVDB file may be the only way to describe this type of heterogeneous volume. Note sure if Blender can build such OpenVDB file or it requires some more advance simulation tool :?:
Support LuxCoreRender project with salts and bounties

User avatar
Egert_Kanep
Posts: 202
Joined: Tue Mar 13, 2018 10:34 am

Re: Thickness based volume scattering

Post by Egert_Kanep » Sun Oct 20, 2019 10:41 am

I see, so some kind of 3d data is only way to go with this kind of thing.

Post Reply