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Confine fog to volume

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  • #16
    The modeling on the object is going to be important as well. You'll probably want it completely closed and one mesh (In the case of plastic moldings, this is how it would be formed as one-piece).
    Colin Senner

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    • #17
      In Maya, you can put VRayEnvironmentFog inside an object in two ways:

      *) Assign VRayEnvironmentFog as a volume shader to the object's shading group;
      *) Use the Relationship editor to assign the object to the VRayEnvironmentFog (it's a set);

      Best regards,
      Vlado
      I only act like I know everything, Rogers.

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      • #18
        This might work for you....

        www.fossinn.se/temp/MilkyRingTest_TA.zip

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        • #19
          Well good grief, we have a winner.. Tobbe!
          I take my hat off to you, as you almost hit the shader right on the head there (even without seeing the source material). The SSS/Fog settings you hit are superb.

          And of course thank you for the input everyone else too. Vlado, I'm ashamed that I missed the volume shader in the shading engine group. I love every day I learn something new

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          • #20
            No problem! Glad I could help.

            Happy rendering.

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            • #21
              i'm trying to achieve the same effect ,ive tried Vlado's methode , while it works the rendering times are too high , is there an easier shader ?
              www.kobo9.ch

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              • #22
                Easier , and faster rendering method would be to add two independent shaders to the object.
                The first shader should be more transparent for the thinner parts of the object and the second one should be more solid for the thicker parts!
                Here is one example with two SSS materials.
                Click image for larger version

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                http://dl.dropbox.com/u/45398240/Cha..._2_sss_mat.zip
                Svetlozar Draganov | Senior Manager 3D Support | contact us
                Chaos & Enscape & Cylindo are now one!

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                • #23
                  Originally posted by svetlozar_draganov View Post
                  Easier , and faster rendering method would be to add two independent shaders to the object.
                  The first shader should be more transparent for the thinner parts of the object and the second one should be more solid for the thicker parts!
                  Here is one example with two SSS materials.
                  [ATTACH=CONFIG]9286[/ATTACH]
                  http://dl.dropbox.com/u/45398240/Cha..._2_sss_mat.zip
                  Ah thank you for the input there Svetlozar. Unfotunately it defies the purpose a little for the setup I was using.
                  I needed something that was adaptive to the underlying topology without specific shaders per-face (morphing topology in an animation here).
                  Much appreciate the suggestion though, thank you

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                  • #24
                    thanks for the reply svetlozar , i did find a solution in the end , i used fast sss 2 with ray trace refractive , the tricky part was the scatter radius.
                    www.kobo9.ch

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