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Re: Volumetric breaks at mesh intersection
Posted: Thu Sep 03, 2020 7:04 pm
by phoenixart
I'm sure I'm doing this wrong. I've updated the Cube shader like so:
I don't want to keep bugging you with newbie questions. If there's a tutorial I'll take a look (I couldn't find any so far..)
Re: Volumetric breaks at mesh intersection
Posted: Thu Sep 03, 2020 7:06 pm
by B.Y.O.B.
Put your homogeneous fog volume node into an own volume node tree (like the camera volume you have now).
Then use a pointer node to refer to this fog volume both as interior volume of the fog cube and as exterior volume of the camera.
Re: Volumetric breaks at mesh intersection
Posted: Thu Sep 03, 2020 10:10 pm
by phoenixart
Put your homogeneous fog volume node into an own volume node tree (like the camera volume you have now).
Which I assume would be something like this (not assigned to anything in the scene)
Then use a pointer node to refer to this fog volume both as interior volume of the fog cube[...]
This for the interior:
[...] and as exterior volume of the camera.
And here I'm not following.
When I add the pointer to the camera volume I don't see an exterior node socket:
Re: Volumetric breaks at mesh intersection
Posted: Fri Sep 04, 2020 1:50 pm
by B.Y.O.B.
phoenixart wrote: ↑Thu Sep 03, 2020 10:10 pm
And here I'm not following.
When I add the pointer to the camera volume I don't see an exterior node socket:
You can select CUBE_VOLUME in the camera volume dropdown.
Re: Volumetric breaks at mesh intersection
Posted: Thu Sep 10, 2020 6:56 am
by phoenixart
Sorry for the delayed response, B.Y.O.B
Selecting CUBE_Volume in the camera volume dropdown did the trick.
Now the result is different from my initial setup, it looks darker and dimmed, but I guess it's just a matter of tweaking the settings in order to bring back more light into the scene.
Thanks again for guiding me through this setup.