Problem: volumetric camera and transparent objects
zigraphix
Posts: 2,787
I'm trying to make a volumetric camera using Shader Mixer, and the problem I'm running into is that transparent objects are being assigned the volumetric color of their distance from the camera, even though they are set to opacity = 0, which makes them visible. I want the volumetric part of the camera to ignore surfaces where Oi=0, but I've tried a number of experiments with hooking the Oi variable into different points of the Volumetric network, to no avail. Any suggestions?
depthcam_network.png
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volumetric_trans_bug.jpg
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Comments
This is with the Oi variable feeding into the Depth Cue brick. I was surprised that this helped (shouldn't the Depth Cue brick already be using this value?), but it's somewhat better, even though the sphere is still visible:
If the sphere has "Visible in Render" turned off, or the eyeball is clicked next to the sphere in the scene tab, you can't see it at all:
I hoped that adding Ci and P to the network would help, but there was no improvement over Oi, either singly or both:
Feeding Oi directly into the Volume root does not make the sphere invisible, but does eliminate the "fog" effect (leaving the depth cue color):
I'm not sure that this applies to non-surface settings, but try multiplying the opacity and colour together and connect that to the final colour.
Using Simple Fog instead of Depth Cue works, but does not provide a color option. By multiplying the output Color by the color I want, I can get colored fog. I lose the ability to set the "End Distance" of the effect, though. So why doesn't the Depth Cue work this way?
Is this what you meant?
Sorry, that last one I used "add" instead of "multiply." Here's what happens when I multiply in the same network as the previous post. It looks a lot like when I feed Oi directly into the Volumetric root.
I had to look it up again, (http://www.daz3d.com/forums/discussion/20105/) :-S but you multiply opacity and colour and plug that as you did, then you also plug opacity in its own Surface/Volume/whatever input.
Ok... I tried that, but I can still see the transparent object. Does it matter that this is a Volume root, rather than Surface?
I would also like to be able to get volumetric lights working with this camera (i.e. "god rays). Do I need to add a Caustic root for that?
Thinking back on this, I think it's as expected there: since it's volumetric, you'd have to apply the same material to the sphere for it to be completely ignored. As it is, you're asking the renderer to make a sort of empty bubble inside your fog/depth cue shader.
Isn't this a problem Age of Armour had with his Atmospheric Effects Cameras after the 4.5 update?
It could be specific to 4.5... I haven't tried it on earlier versions. It is true that I get the same problem with Atmospheric Effects Cameras. Do you know if a bug has been filed?
It could be specific to 4.5... I haven't tried it on earlier versions. It is true that I get the same problem with Atmospheric Effects Cameras. Do you know if a bug has been filed?
I don't. no.
I don't. no.Anyone know if this ever got fixed?