Better Volumetric Rendering

It would be cool to get a new system for volumetric rendering, as the current system doesn’t provide much control (like light penetration and scattering, multiple scattering, etc.). When trying to shade a cloud I find it extremely difficult to achieve results like what you can get in Arnold and even Cycles (which uses special raymarching techniques but doesn’t really affect the look of it). Anyways, I would like many more parameters and ways to control volume shading. Another thing that would be cool is to have an adaptive voxel system that creates smaller voxels in visible areas and larger voxels in areas you don’t see (which saves memory). Thanks!

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the examples you showed for v-ray look like they have much softer lighting than the harsh lighting in the other render engines. not saying that’s the issue, but it might help, if you’re looking for a better comparison.

That is true, but I did some tests with harsher lighting, and the light penetration still looked off to me. Thank you for your response tho!

Ok so I did this test today, which looks good, but i couldn’t find any way to create a silver lining effect. Maybe in the future we could get some more parameters to do that (:

Silver lining effect highly depends on the lighting and viewing angle, and a little bit on the anisotropy of the volume. You can surely make it silver-line :slight_smile:

ok turns out i was just incompetent at the time. i was able to get the silver lining, but it made it look a bit thick. how can i make the light penetrate deeper without thinking out the cloud? also i did not find an anisotropy parameter

It is “Phase function” in VRay volumetric settings in Max, not sure how it is named in Blender.

There you can control the opacity, absorption and other settings of the volume to get the desired results.

i had to increase the phase function to achieve the silver lining. i’ll try editing it a little more to get a balance of both