Exporting layers with advanced volumetrics

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Exporting layers with advanced volumetrics // New Users

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Post by Burisman // Jan 11, 2007, 3:48am

Burisman
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Different rendering engines achieve different results, I learned that much during my steep climb on the TS learning curve.

I posted about combining fog (lightworks) with GI (VRay) not long ago and got great replies by Bobbins and TomG.


But still an issue lingers on. When I export Photoshop layers using lightworks to create a turbulent fog with advanced volumetrics, and later use VRay to render the same scene using GI (unfortunately VRay isn't able to do both, which would solve the problem), I end up with a lot of layers with aspects of the objects rendered fine, including one with turbulent fog in front of it. But the fog that is present in the space between the objects is not rendered as a separate layer.


It is as if the volumetric effect doesn't exist in its own right. So combining a VRay rendered object with lightworks rendered turbulence isn't possible. Is it possible to create some kind of turbulence within an object that serves as a medium? Has anyone any idea, or am I overlooking (again) an obvious function?

Post by ProfessorKhaos // Jan 11, 2007, 5:23am

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What if you were to take a copy of the scene and paint the background and all objects within with constant black? Render the scene with turbulent fog and the only "lighter" pixels in the scene would be due to the fog itself. You could then use the result as some sort of alpha mask for overlaying the desired fog color over the vray rendered scene.


Maybe I didn't understand the question properly... are you talking about fog that should show beyond the first polygon intersection in the scene? The way I understood fog to work was that it is a post-raytrace operation that acts only on distance from the camera to the first intersection. Haven't experimented with fog for a while though so my understanding could be flawed

Post by Burisman // Jan 11, 2007, 6:29am

Burisman
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Hi Professor (slow reply, had to do some shopping), thanks for your suggestion. I will go and experiment with it. Hopefully I can proudly present some result very soon!

Post by ProfessorKhaos // Jan 11, 2007, 3:41pm

ProfessorKhaos
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I would be most interested in what you have to present! Never tried that solution myself for fog specifically but it sounded like a plausible approach. I've used it to generate masks of specific objects within a scene before by painting the object(s) of interest one color and the rest of the scene another color.

Post by GraySho // Jan 15, 2007, 5:35am

GraySho
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What if you were to take a copy of the scene and paint the background and all objects within with constant black? Render the scene with turbulent fog and the only "lighter" pixels in the scene would be due to the fog itself. You could then use the result as some sort of alpha mask for overlaying the desired fog color over the vray rendered scene.



That's exactly how I rendered my volumetrics layer for my recent image http://www.spacerat.at/media/midnite_layers.jpg


I used the constand shader in the reflectance channel.
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