Smoke and volume

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Sharlybg
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Smoke and volume

Post by Sharlybg »

First i wonder o i can easily change smoke color in Luxcore ?

Also can we move from pointer to full node display when we add a new volume ? this way we don't have to move between multiple panel for single shader.
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Sharlybg
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Re: Smoke and volume

Post by Sharlybg »

My result is not good look the blue color down.
skm.jpg
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B.Y.O.B.
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Re: Smoke and volume

Post by B.Y.O.B. »

If you scatter one color more than the others, the rest will pass through unscattered and create this look. It's the same as with the sky: blue light is scattered, the rest passes -> sky appears blue and sun appears yellow/red (the effect is stronger when the sun is near the horizon, since the distance through the atmosphere is greater).

I would recommend to use the absorption color instead and leave scattering color white.
Also can we move from pointer to full node display when we add a new volume ?
Yes, the preset could be changed indeed.
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Sharlybg
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Re: Smoke and volume

Post by Sharlybg »

i had tested Absorption and was not very conviced by the result :
Smoke__2.jpg
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Re: Smoke and volume

Post by B.Y.O.B. »

Have you done a longer render where the noise is gone?
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Re: Smoke and volume

Post by Sharlybg »

B.Y.O.B. wrote: Wed Jan 22, 2020 3:09 pm Have you done a longer render where the noise is gone?
Yes and the color output (purple) doesn't match my (Blue) input and i also get this gey smoke on top of purple one :
sm.jpg
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Dade
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Re: Smoke and volume

Post by Dade »

You are using RTPATHOCL, how does it look with PATHOCL ?
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Re: Smoke and volume

Post by Sharlybg »

Dade wrote: Wed Jan 22, 2020 3:43 pm You are using RTPATHOCL, how does it look with PATHOCL ?
Look the same :
mmk.jpg
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Re: Smoke and volume

Post by B.Y.O.B. »

That's RT as well, you need to start a final render instead.

You could try to change the smoke precision from "half" to "float" and see if that helps.
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Re: Smoke and volume

Post by Sharlybg »

B.Y.O.B. wrote: Wed Jan 22, 2020 5:06 pm That's RT as well, you need to start a final render instead.

You could try to change the smoke precision from "half" to "float" and see if that helps.
same story CPU final render float :
cpu---final__float.jpg
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