Atmosphere In Superfly
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Anyone know a good tutorial for atmospheric effects in Superfly? - no issues in firefly but they don't translate to Superfly it seems.
I've been experimenting and have had no joy as yet to get a foggy atmosphere, I even tried the presets in the material room when selecting "add atmosphere".
Any assistance appreciated.
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@tastiger said in Atmosphere In Superfly:
Anyone know a good tutorial for atmospheric effects in Superfly? - no issues in firefly but they don't translate to Superfly it seems.
I've been experimenting and have had no joy as yet to get a foggy atmosphere, I even tried the presets in the material room when selecting "add atmosphere".
Any assistance appreciated.
Athmosphere node does work for me, but there is a better way
Take a box from primitives make sure it covers all of the figures and props in your scene, not including the camera
Then use a Scattervolume in the cycles root. Adjust the density of the node to .25, Increase the volume bounces to 5 or higher and renderSee attached image
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And in case you are wondering about godray effect
Same setting as previously
This time turned off all lights except one spotlight, it was positioned in the box.
reasonable strong light and small angle.
See attached picture again
There is still noise here, but this was a 15 sec (10 samples) render with GPU
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@wimvdb Hey, neat wimvdb! You know, you might even make it better if you add a cloud texture to the node.
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@wimvdb Thanks for that, I have been experimenting with changing the scatter volume, I'll post an image when I'm happy with the thickness and rendering of the fog.
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@tastiger Bagginsbill has, of course, spoken of this:
http://forum.runtimedna.com/showthread.php?102634-Volumetric-lighting-in-Superfly
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@eclark1849 said in Atmosphere In Superfly:
@tastiger Bagginsbill has, of course, spoken of this:
http://forum.runtimedna.com/showthread.php?102634-Volumetric-lighting-in-SuperflyThanks for the link: BB's explanation is so precious...
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@tastiger - Be aware that it will be touchy getting the right density for the atmosphere. Not enough, and you see no effect; too much, and you get blizzard whiteout. The Goldilocks band in between is small.
Also, you want the light to be close to collinear, so make the spread angle of the spotlight narrow.
Do not have other lights on; they will wash out and destroy the godray effect.
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@eclark1849 you don't happen to remember the essence of @bagginsbill 's information from the now extinct RDNA thread, do you?
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@anomalaus said in Atmosphere In Superfly:
@eclark1849 you don't happen to remember the essence of @bagginsbill 's information from the now extinct RDNA thread, do you?
Well, no, but... this might be helpful.
and this one for Poser 11:
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@eclark1849 thanks, I'll check those out. I'm really struggling with any kind of atmospherics in SuperFly. I thought I had volumetric absorption and scatter sorted for bodies of water, but when I try to apply it to a water plane over a beach, it only allows a tiny, tiny range of very small values for both absorption and scatter before the surface suddenly goes completely mirrorlike, and I lose all refractive effects. My viewing angle may be very close to some threshold.
I also found that the atmosphere node shader is either on (everything renders black in SF) or off, with no effects visible. Trying to use volume scatter on an environment sphere gets very dark, very quickly, too.
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@anomalaus Apparently Wim has the right idea above, but may be using the wrong node. Since Superfly is based on Cycles, view this Cycles tutorial on how to create volumetrics and godrays. As far as I can tell, except for the nodes, Wim's advice should work for Superfly.
https://www.blendernation.com/2016/01/06/tutorial-volumetric-lighting-blender/
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@tastiger How did your atmosphere efforts work out? Got anything you can show us?
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@eclark1849 said in Atmosphere In Superfly:
@tastiger How did your atmosphere efforts work out? Got anything you can show us?
Are you speaking of this kind of effect using Superfly?
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@anomalaus You got to replace the single sided water plane with a cube or cylinder. That is what I do with pool water props.
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@anomalaus Make sure you disable cast shadows for your water object.
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@ghostship They should also use the volume nodes and not the Surface node.
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@eclark1849 not really necessary for pool water, you want to see to the bottom.
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@ghostship said in Atmosphere In Superfly:
@anomalaus Make sure you disable cast shadows for your water object.
Replacing the geometry and setting it to ’don’t cast shadows’ for water in a pool, pond, ocean, … is the old FireFly way to do it. In SuperFly we have the powerful ’LightPath’ node. No need to modify the geometry. All can be done with the shader nodes.
Here an example of a pond (no cubes or cylinder used just a water plane). On the left half i used volume shader to give the water a slight tint and make it less clear. The right half is without the volume shader for clear water. The render is somewhat grainy but its to hot here to start my workstation for a better render ;-)
And here is the shader setup:
BTW with the LightPath node you can create funny things like for example a material with 100% opacity that still let light go through…
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@nagra_00_ Volume nodes on a flat, single sided plane is pointless and a waste of GPU computations and my time. All those math nodes and trickery that can be accomplished with just turning off shadow casting for the water object??? PBR wants to see volume when volumes are calculated (SSS, Absorption, Scattering)
Make a lampshade out of single sided polys and SSS wont work on it for transmitting light through it from a light placed within. In this case translucence has to be used because it doesn't rely on volume or thickness of polys.
Typical window glass is one sided polys and doesn't do well with refract nodes on it for the same reason they don't work on single sided poly water planes.