Hi,
I?m finally getting closer to finishing my underwater volcano shot and I?ve encountered some issues.
1. To add Fog (I?m using a Volumelight and not Vrayenvironment fog, which is just too slow to render and I can?t get nice godrays) I need a Zdepth pass, so I tried using the volumetric geometry mode, but even after increasing the max transparency level in Vray to 1000, I still get some artefacts. (see second attachment).
2. Another issue is that to composite the environment fog I used the zdepth element and it has no opacity for the transparent areas of the smoke volume 8at least if rendered with the rest of the scene). This is ok for DoF compositing, but for the environment fog I get a visible halo at the border, where the smoke becomes transparent.
3. I will probably just be able to fix that in comp, if I render phoenix in a separate pass, but I?m not sure how I?m supposed to do that then: just disable "visible to camera" in the object properties so it will still cast proper shadows and light the scene?
4. I haven?t tried it yet, but I remember that rendering the scene with the phoenix element invisible but still casting light, the areas where the fire was in direct contact became incredibly slow to render even though I was already using linear color clipping at 1.0 to avoid overbright areas. I?ll have to try again, but if that problem is still there, is there a way around this? Maybe just render fire with the rest of the scene and smoke+fire in a separate element?
I?m finally getting closer to finishing my underwater volcano shot and I?ve encountered some issues.
1. To add Fog (I?m using a Volumelight and not Vrayenvironment fog, which is just too slow to render and I can?t get nice godrays) I need a Zdepth pass, so I tried using the volumetric geometry mode, but even after increasing the max transparency level in Vray to 1000, I still get some artefacts. (see second attachment).
2. Another issue is that to composite the environment fog I used the zdepth element and it has no opacity for the transparent areas of the smoke volume 8at least if rendered with the rest of the scene). This is ok for DoF compositing, but for the environment fog I get a visible halo at the border, where the smoke becomes transparent.
3. I will probably just be able to fix that in comp, if I render phoenix in a separate pass, but I?m not sure how I?m supposed to do that then: just disable "visible to camera" in the object properties so it will still cast proper shadows and light the scene?
4. I haven?t tried it yet, but I remember that rendering the scene with the phoenix element invisible but still casting light, the areas where the fire was in direct contact became incredibly slow to render even though I was already using linear color clipping at 1.0 to avoid overbright areas. I?ll have to try again, but if that problem is still there, is there a way around this? Maybe just render fire with the rest of the scene and smoke+fire in a separate element?
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