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Volumetric lighting
Posted: Wed Oct 10, 2012 6:02 am
by caryjames
Hey guys, I have a project that looks like it might need some volumetric lighting effects a.k.a. spotlights in an auditorium. Are you guys still doing this in post or is there a way of introducing/cheating/modifying... you get where I am going with this.... your scene so that it appears that you have volumetric lighting?
Thanks in advance
Cary
Re: Volumetric lighting
Posted: Wed Oct 10, 2012 10:13 am
by Fernando Tella
Re: Volumetric lighting
Posted: Wed Oct 10, 2012 11:55 am
by dariolanza
Hello caryjames,
What Fernando is indicating is true. In fact, the correct way to get the result you want is to create a volumetric atmosphere in your scene: create a big cube that simulates the air in the room, and apply a transparent material with a bit of Scattering.
Keep the camera out of that medium (the cube should start right in front of the camera), to allow the camera detect an entering point.
BUT the problem of this method is that it is extremely slow. But give it a try.
Anyway, creating volumetric effects is on our roadmap for the next versions of Maxwell, so it is simply a matter of time to have it.
Let me know if this answers your question.
Greetings
Dario Lanza
Re: Volumetric lighting
Posted: Wed Oct 10, 2012 12:46 pm
by Half Life
dariolanza wrote:
Anyway, creating volumetric effects is on our roadmap for the next versions of Maxwell, so it is simply a matter of time to have it.
Awesome

Re: Volumetric lighting
Posted: Wed Oct 10, 2012 4:20 pm
by hatts
I am far too impatient to sit and wait for a scatterful cube or simulens to res up.
A much faster method, which I know other people employ as well, is the use of additional software to generate a fog pass. I've used both the Cinema 4D fog shader and the VRay environment fog. VRay resolves a complex fog scene very quickly.
Then just add the fog pass in post.
The downside here being that you have to have additional software.
Re: Volumetric lighting
Posted: Wed Oct 10, 2012 10:06 pm
by m-Que
dariolanza wrote:
BUT the problem of this method is that it is extremely slow.
Actually, it's not THAT SLOW
The key is the
'obstacle factor'. For example, you've got a tree placed inside your volumetric cube. If that tree has 1000 leaves, it will be rendered waaay faster if it would have had 10000 leaves (of the same kind); meaning there is a bigger number of obstacles placed in front of the light source that is passing through your volumetric cube.
Another key factor is, how close are obstacles being placed in front of the light source - if they're way too close, they block direct light 'flow' inside the volumetric cube, slowing your render speed dramatically.
Re: Volumetric lighting
Posted: Thu Oct 11, 2012 1:05 am
by caryjames
Terrific! Thanks everyone, I appreciate your responses very much! Dario, I can't wait

!
Re: Volumetric lighting
Posted: Fri Oct 12, 2012 2:40 pm
by Rob_Lucy
I remember it used to work with v1.7 (the cube trick), then it didn't work the same with v2.
I never tried it again, are you guys saying it's back to something usable with v2.7?
Gotta give it a try...
Re: Volumetric lighting
Posted: Fri Oct 12, 2012 10:14 pm
by m-Que
Yep, it's back somewhere since ~V2,5 when SSS has been rewritten.
Re: Volumetric lighting
Posted: Sat Oct 13, 2012 8:13 pm
by eric nixon
I had a go, works ok. I just made a beam of light, which would be attached to the lightsource, rather than fill the whole space with fog.
Prob would still do this in post for now though.
Should mention, that I made the light beam hidden to gi, because lightbeams dont cast shadows

It also speeds it up a lot.
