I'm using the latest Blender plugin, and I can't get them to work. I made a scene with a text-shaped window (no glass in it at present). I created a cube to act as the volume, and grabbed bits and pieces of information from other tutorials that were made on other versions. But it doesn't work. Is there a simple document with steps 1, 2 and 3 to make a "hello world" volumetric scene?
Is there a tip-to-tail tutorial on volumetrics?
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Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Is there a tip-to-tail tutorial on volumetrics?
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Re: Is there a tip-to-tail tutorial on volumetrics?
Just use same volume material for camera and fog object. And use lower values for scattering (0.005 - 0.1)
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Re: Is there a tip-to-tail tutorial on volumetrics?
nice how the letter works as light with no soft light part?
Omid Ghotbi (TAO)
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Last update information
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Re: Is there a tip-to-tail tutorial on volumetrics?
Thanks DionXein. Why on earth does the camera need to have a "material"? That seems counterintuitive... but I'm glad you helped me figure it out.
Re: Is there a tip-to-tail tutorial on volumetrics?
To sum up, here are the steps as I understand them, for Blender 2.92:
Create a scene with a camera and lights in it. (Set LuxCore as the render engine.)
Turn on Light Tracing in the Render Properties to get caustics to work, or use the Bidir engine (if you want caustics).
Create a cube just large enough to enclose all the objects in your scene and call it Fog.
Create a new material for the fog and assign it Null (Transparent).
Select the camera. In the Object Data Properties panel (camera icon), turn off Auto Detect Camera Volume. Click "New" to create a new volume; then click Show to load the nodes in the LuxCore Volume Nodes panel.
Delete the Clear Volume that was created. Instead add a new Homogeneous Volume. Reduce the Scattering value to somewhere between 0.005 and 0.3.
Select the Fog cube again and go back to LuxCore Material Nodes. Click "Add" next to "Interior Volume." Select the Camera_Volume to create a pointer to.
EXTREMELY IMPORTANT: You may have to quit and restart Blender to get this to actually render any fog.
Create a scene with a camera and lights in it. (Set LuxCore as the render engine.)
Turn on Light Tracing in the Render Properties to get caustics to work, or use the Bidir engine (if you want caustics).
Create a cube just large enough to enclose all the objects in your scene and call it Fog.
Create a new material for the fog and assign it Null (Transparent).
Select the camera. In the Object Data Properties panel (camera icon), turn off Auto Detect Camera Volume. Click "New" to create a new volume; then click Show to load the nodes in the LuxCore Volume Nodes panel.
Delete the Clear Volume that was created. Instead add a new Homogeneous Volume. Reduce the Scattering value to somewhere between 0.005 and 0.3.
Select the Fog cube again and go back to LuxCore Material Nodes. Click "Add" next to "Interior Volume." Select the Camera_Volume to create a pointer to.
EXTREMELY IMPORTANT: You may have to quit and restart Blender to get this to actually render any fog.