Volumetrics issues

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daros
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Re: Volumetrics issues

Post by daros » Fri Sep 24, 2021 7:31 am

ir is the link to the scene of the tree
https://drive.google.com/file/d/1LhEM6B ... sp=sharing

daros
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Re: Volumetrics issues

Post by daros » Mon Sep 27, 2021 6:18 am

Hi dade, could you pease help us with the two previous problems? We do not know how to proceed.

kintuX
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Re: Volumetrics issues

Post by kintuX » Mon Sep 27, 2021 7:58 am

To consider, you'll get way further in shorter period with more help & support, if you were to use BlendLuxCore and share .blends.
Knowledge & experience gathered you can easily transfer.
Talking for myself, I simply don't have time to analyze LuxCore scenes.

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Dade
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Re: Volumetrics issues

Post by Dade » Mon Sep 27, 2021 9:20 am

daros wrote:
Mon Sep 27, 2021 6:18 am
Hi dade, could you pease help us with the two previous problems? We do not know how to proceed.
Your leafs have no thickness but you are setting only the exterior volume:

Code: Select all

scene.materials.73544_7.volume.exterior = "envVolume"
This means leafs will transition a path from "envVolume" to world default volumes (aka void).

You have to define both the exterior and interior volumes for leafs if they are just a surface with no volume transition:

Code: Select all

scene.materials.73544_7.volume.interior = "envVolume"
scene.materials.73544_7.volume.exterior = "envVolume"
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daros
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Re: Volumetrics issues

Post by daros » Mon Sep 27, 2021 10:49 am

great! thanks dade!
and regarding the fog box? why we cannot see the blue sky outside?

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Dade
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Re: Volumetrics issues

Post by Dade » Tue Sep 28, 2021 8:37 am

daros wrote:
Mon Sep 27, 2021 10:49 am
and regarding the fog box? why we cannot see the blue sky outside?
You are setting the camera volume:

Code: Select all

scene.camera.volume = "envVolume"
so even if you remove the fog box, all paths starting from the camera will use the fog volume. You need to remove both the fog box and the camera volume to see the background sky.
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daros
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Re: Volumetrics issues

Post by daros » Tue Sep 28, 2021 11:16 am

Hi Dade we followed your advice but still get this wen turning volumetrics on:
View 02 600x300_3.jpg


volumetrics off
View 03 600x300_1.jpg
here the link to the file
https://drive.google.com/file/d/1x1hXg2 ... sp=sharing

daros
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Re: Volumetrics issues

Post by daros » Tue Sep 28, 2021 11:39 am

Dade wrote:
Tue Sep 28, 2021 8:37 am
daros wrote:
Mon Sep 27, 2021 10:49 am
and regarding the fog box? why we cannot see the blue sky outside?
You are setting the camera volume:

Code: Select all

scene.camera.volume = "envVolume"
so even if you remove the fog box, all paths starting from the camera will use the fog volume. You need to remove both the fog box and the camera volume to see the background sky.

But if i remove the fog box i do not get anymore the volume effect right?

Let me explain. I'm looking for a solution that makes the user experience identical to the real thing.
Imagine a cloud (fog box). Inside the cloud an almost closed space. Inside this almost closed space a spot light. Everything that happens inside this cloud is by default governed by the substance of the cloud.
Therefore: If I am outside the cloud I see the blue sky and a cloud in front of me. If I am inside the cloud I see fog and everything is regulated by the fog. If I turn on a light, I see the light diffused through the fog.

I'm looking for a set-up that allows me to have the different experiences by simply moving the camera from outside the cloud to inside the cloud. That's it, can it be done?
cloud.jpg
Last edited by daros on Tue Sep 28, 2021 2:00 pm, edited 1 time in total.

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Re: Volumetrics issues

Post by daros » Tue Sep 28, 2021 11:43 am

We need that effect wen clients work with skyscrapers. From the birdeye view we see the blue sky, the cloud, and the towers emerging form the cloud. In this moment we cannot get this effect.

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Dade
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Re: Volumetrics issues

Post by Dade » Thu Sep 30, 2021 8:46 am

daros wrote:
Tue Sep 28, 2021 11:16 am
Hi Dade we followed your advice but still get this wen turning volumetrics on:
There is a problem when hitting the leaf back faces and "exiting" from something you never entered. I'm adding light source volume definition (like camera) to totally by pass the problem for BiDir (camera-only volume definition was enough for Path because paths go only in one direction).
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