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Disney released some interesting assets. I found very nice cloud render there. How can we do same shading with phx ?

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  • Disney released some interesting assets. I found very nice cloud render there. How can we do same shading with phx ?

    https://www.disneyanimation.com/technology/datasets
    I just can't seem to trust myself
    So what chance does that leave, for anyone else?
    ---------------------------------------------------------
    CG Artist

  • #2
    For clouds you better switch the Scattering mode to Ray-Traced, this would be the most important bit to the shading.

    Here is a clouds sim and render tutorial with some settings: https://docs.chaosgroup.com/display/.../Static+Clouds
    Svetlin Nikolov, Ex Phoenix team lead

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    • #3
      I can't find a way to even mimic that scattering. Only some geo mode + vray volume scatter material with several layers
      I just can't seem to trust myself
      So what chance does that leave, for anyone else?
      ---------------------------------------------------------
      CG Artist

      Comment


      • #4
        How do your results look right now?
        Svetlin Nikolov, Ex Phoenix team lead

        Comment


        • #5
          Like this using env fog. Kinda surprised
          http://joxi.ru/brRQYZpSJaW0dA

          Phx looks like a smoke. Hyperion uses some new techniques (IMHO).
          http://joxi.ru/nAyb9KMhYxLZBr

          Fastss2
          http://joxi.ru/YmE9NM0t04KgQm

          P.S. Lightcache ate all my 64gb for 2gb vdb. Kewl
          Last edited by Paul Oblomov; 07-07-2018, 05:15 PM.
          I just can't seem to trust myself
          So what chance does that leave, for anyone else?
          ---------------------------------------------------------
          CG Artist

          Comment


          • #6
            Seems like your render step for the fog is very very large.

            For Phoenix, wouldn't it look better with less opacity? Right now it looks almost solid.

            Do you mean the Phoenix light cache or the V-Ray light cache?
            Svetlin Nikolov, Ex Phoenix team lead

            Comment


            • #7
              phx lightcache

              less opacity - still like just s smoke. only fastsss2 looks close.
              I just can't seem to trust myself
              So what chance does that leave, for anyone else?
              ---------------------------------------------------------
              CG Artist

              Comment


              • #8
                Here is my go at the cloud. You can check my settings in the attached scene.
                Rendered with Phoenix and V-Ray Next GPU.
                Attached Files
                Georgi Zhekov
                Phoenix Product Manager
                Chaos

                Comment


                • #9
                  serious <3
                  Lele
                  Trouble Stirrer in RnD @ Chaos
                  ----------------------
                  emanuele.lecchi@chaos.com

                  Disclaimer:
                  The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

                  Comment


                  • #10
                    Yeah. Still looks like smoke. This is different type of cloud (IMHO). And it now can't be rendered with phx, only with fastsss2.

                    I just can't seem to trust myself
                    So what chance does that leave, for anyone else?
                    ---------------------------------------------------------
                    CG Artist

                    Comment


                    • #11
                      Starting off with Georgi's scene, I got this:

                      Click image for larger version

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                      This is with a build from yesterday, here is the scene as well: Clouds_scattering_Max2016.zip

                      The highlights for this kind of shading include:
                      - Use Probabilistic Shading from Phoenix's Atmosphere - 8 direct samples, 1 GI sample.
                      - BF/LC GI, progressive sampler, Ray bundle size = 8 for more responsiveness.
                      - Phoenix light cache off - it's better to turn it off with progressive.
                      - scattering = Ray-traced
                      - smoke color = pure white - this way light scatters the most
                      - simple smoke opacity = 0,13 - the lower this is, the longer distance the light rays will travel before scattering, but if it's too low, the smoke would lose its shade detail.

                      I think mostly everything else is using defaults.

                      Currently there is no scattering phase function in the Phoenix shader, which would allow you to get the dark edges of the cloud.

                      Cheers!
                      Svetlin Nikolov, Ex Phoenix team lead

                      Comment


                      • #12
                        Indeed, the Mitsuba file has a strong (0.83 if memory serves me well) forward scatter of the HG type.
                        Lele
                        Trouble Stirrer in RnD @ Chaos
                        ----------------------
                        emanuele.lecchi@chaos.com

                        Disclaimer:
                        The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

                        Comment

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