Volumetrics issues

Use this forum for general user support and related questions.
Forum rules
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
daros
Posts: 280
Joined: Thu Dec 12, 2019 3:25 pm
Location: inside human language
Contact:

Re: Volumetrics issues

Post by daros »

ir is the link to the scene of the tree
https://drive.google.com/file/d/1LhEM6B ... sp=sharing
daros
Posts: 280
Joined: Thu Dec 12, 2019 3:25 pm
Location: inside human language
Contact:

Re: Volumetrics issues

Post by daros »

Hi dade, could you pease help us with the two previous problems? We do not know how to proceed.
kintuX
Posts: 809
Joined: Wed Jan 10, 2018 2:37 am

Re: Volumetrics issues

Post by kintuX »

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.
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: Volumetrics issues

Post by Dade »

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"
Support LuxCoreRender project with salts and bounties
daros
Posts: 280
Joined: Thu Dec 12, 2019 3:25 pm
Location: inside human language
Contact:

Re: Volumetrics issues

Post by daros »

great! thanks dade!
and regarding the fog box? why we cannot see the blue sky outside?
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: Volumetrics issues

Post by Dade »

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.
Support LuxCoreRender project with salts and bounties
daros
Posts: 280
Joined: Thu Dec 12, 2019 3:25 pm
Location: inside human language
Contact:

Re: Volumetrics issues

Post by daros »

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
Posts: 280
Joined: Thu Dec 12, 2019 3:25 pm
Location: inside human language
Contact:

Re: Volumetrics issues

Post by daros »

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.
daros
Posts: 280
Joined: Thu Dec 12, 2019 3:25 pm
Location: inside human language
Contact:

Re: Volumetrics issues

Post by daros »

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.
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: Volumetrics issues

Post by Dade »

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).
Support LuxCoreRender project with salts and bounties
Post Reply