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As simple as it gets. Volumetrics effects probably needs ray marching. Still doable, but that needs a proper volume shader.
Would be totally awe-some, either way!
That's too bad. I am quite interested in that answer, even if it is rather long.
Sent what I wrote to your PM.
I was just waiting for the permission by @wowie to repost the PM. Here it is.
Tks Padone and wowie
Thank you! :)
It would be very cool to see 3DL volumetrics working in DS.
I'm amazed Wowie does all he does with such stringent power restrictions. It seems the GPU manufacturers are going for more power consumption with likely higher cost.
My recent build based on an i5 12600k and Rog Strix 3060 stays whisper quiet and amazingly cool, even under load. I see max temps around 35C for GPU and CPU - It's nothing like the 85-90C that happened far too often in my old machine. Come to think of it, I'm surprised the old machine still runs when temperatures got so high. Noise was much louder, too. New machine does exceed Wowie's goals for cost and power consumption.
Rather quick and dirty test. Have an idea to add a switch to alter the output with height from the ground plane. Haven't quite work it out yet though. Also how it interacts with amount of light.
@wowie
Mann I would love to show you my appreciation, can't find you though on patreon or gumroad etc. Am I missing something? Or would you accept a gift card in a market place of your choice?
That "fog" test looks very promising, would make for excellent haze while keeping rendertimes reasonable!(?) Are you applying gamma diffuse offset as a function of distance?
Another one, made with an earlier awe build, used a simple fog cam to render the depth pass, in GIMP added as a "lighten only" layer. Probably tinted to a light blue-ish tone. (The pic was basically an ultra scatter test)
I'll send you all the related info later via email.
It's just a pattern generation, I've not seen any render hit so far.
Going slightly technical. There's a power function so you can how the value ramp between near and far plane ramps up. Gamma is actually a power function too. There's also a cutoff so you can control where the ramp starts going above zero. Essentially an offset how far into the scene the effect starts. Plus the two color slots for the near and far plane. It might be possible to actually add texture to those too.
OK. so lighten only basically adding values on dark values. I've got some ideas about what you'll be able to do (multiply, add etc).
Yes of course, I might have used a duplicate layer using also color data, screen or add. Can't wait...
Halfway there, I think.
@wowie Looks nice as a ground fog, can it use a texture ? I mean to animate some clouds for example.
Hmm, I'm not entirely sure what you mean?
It is possible to use a texture instead of just a solid color for the fog. Even separate textures for near/far values and have a blend for everything in between. I also think it is possible to have a procedural noise (likely something like fbm noise) instead or as a multiplier. Though I'm not really versed in doing noise mostly due to lazyness.
The only gotcha I see right now is how to uv the texture onto everything on the scene. I'll probably just use screen projected uv for textures. I will have to check and test to see if looks OK though. Doing it this way may look too flat.
...need to keep up with this thread more regularly. Volumetrics? That woudl be great The Iray volumetrics are resource hogs.
Sven those test scenes with the pool table and room look incredible. In the image with the 3 headed hydra and the one that you posted just above, did you use Terradome3 for the terrain?
Tks kk! Nope, they are just high poly DS primitive planes. I used mCasuals "Elevate" script and painted height maps and scatter maps in GIMP. For the surfaces I used free 8k PBR textures.
@wowie Thank you for the explanation.
After a bit of thinking, I think I might be able to work something out.
Its likely posible to come with a fog shader and a light control (i'm thinking of a point light) that you can animate to control the fog shader. Kinda similar to AoA light flagging scheme. but the lights don't actually emit light or shadows. By animating the light or its properties, you'll be able the amount of fog or maybe how high it goes above the ground.
@wowie Sounds great .. would be nice to have animated fog/clouds spreading around the scene for 3delight. In blender we use animated procedural textures with the principled volume shader, that's why I asked about textures.
OK, settled with a screen projected texture. I haven't written the proper uv tiling yet so right now though.
Seems to work quite well when the texture have some blur applied. Interesting effect when I blur the texture along depth.
So, I did something rather stupid and re-installed Windows. Unfortunately, wiping out the souce codes of the current build. Thankfully, I've made backups for most shaders, though I haven't made a backup of the fog shader.
Anyway, been working on a new build based of a backup of an older one. Just finished doing leftover cleanup, so time for some render tests..
I still need to check how it renders with newer DS builds and update the other shaders. Obviously, it'll produce slight different render than the current build since I learned a thing or two (and mostly forgot how I did some other).
Sorry you had the misfortune. Renders look impressive, though bump is a bit too strong for my taste. Skin bump is often a problem, anyway. No easy, one-size-fits-all fix.
In the daz uber shader the bump depends on the pixel density, that's awful if you ask me and can't imagine what kind of twisted reason the daz team had when implemented it. That's why a different bump is used for every part of the figure to make them match, and also why iray doesn't convert fine the 3dl bumps.
At diffeo we managed to convert this to blender, stills awful.
https://bitbucket.org/Diffeomorphic/import_daz/issues/433/lets-bump-it-right
So, if awe uses the iray textures, the bump will be affected as well and needs to be fixed for the various figure parts. Unless in awe the bump depends on the pixel density as well.
Bump code is pretty much the same for all Renderman/3delight shaders.
They probably did it to break up the specular highlights/reflection. What should be done is something like Pixar's bump2roughness.
https://rmanwiki.pixar.com/display/REN24/PxrBumpRoughness
Here's a more detail explanation of the approach
https://github.com/bram0101/Bump2Roughness
@wowie I mean that you can't use the iray bump textures in 3delight without converting the bump values by the pixel density. The same as we do for blender. Then mipmapping has nothing to do with this iray doesn't use mipmapping. Unless I misunderstand what you're pointing out.
For pixel density I mean the pixel density of the texture on the geometry surface, that depends on uv-mapping. Not the pixel density of the sceen, that may be fixed by mipmapping + bump2roughness. If you read #433 at diffeo linked above it's explained better.
I'm not sure Iunderstand what you're saying. IME, pixel density affects the appearance of aliasing in a bump map. Too much bump height exacerbates the appearance of aliasing. Bump height is governed by the grayscale value of each pixel with black (0) being strong negative bump and white (255) being strong positive bump. The 0-50 bump scale referenced in the uber shader document is a multiplier, it seems. THe real problem is, if the pixel density changes between two material zones and it's supposed to be a continuous material, that could create a defect in the way it looks. One would have likely to do something to blend the edges. Normal mapping can sometimes help with how bumps look. Pixel density changes will still be a problem. and skin is weird! As a surface, it has a lot going on. What am I missing?
Black is only negative if you set the minimum bump value to a negative value.
I think that's software dependent actually. Or perhaps a practice issue? I've always treated 128 as base with lighter and darker becoming higher and lower. I see that a lot in existing bump maps, as well.