Volume?
![thilion](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/userpics/059/n452UDML1QF2A.jpg)
I'm sure this has been suggested before, just now I couldn't find any thread with that topic.
There isn't really any way to create any kind of volumetric effect in DS, is there? I mean, there is the Godrays product for volumetric lighting, but that's just a prop - don't get me wrong, it looks nice and works well most of the times. Or to make water volumetric, so that objects get darker and enentually vanish the deeper the water goes.
Other programs have that built in, like Blender. Make a cube, put an emission shader on it, plug that into volume - done. You have a nice fog oder realistic water.If you add a light source you have volumetric lighting.
Is DAZ planning on adding that kind of feature to DAZ studio? I hear that Poser has it; at least you can built something like that with the shader nodes in Poser.
Comments
There's uberVolume shader for 3DL.
Ok, sorry, I forgot to mention that I mean volumetric capabilities for iray.
I know that 3DL has volume capabilities. There is even a fog-camera option for 3DL, but I was thinking of iray.
Thank you for your reply, though :-)
Absolutely. One of the groups on the Iray shader is called Volume, and will show several parameters if Thin Walled is turned Off. It can achieve just what you are looking for, with the appropriate settings. Several products are available that implement it directly, have volumetric effects props included as part of their product, or used in promo scenes. Any closed space (I'm thinking primitives like cubes and spheres) can be used.
Although not everything is about Iray volumetric effects, you will probably find many good tips here: October 2019 - DAZ 3D New User Challenge - Atmosphere.
Meanwhile I have found out how to create atmospheric volume (volumetric atmosphere?) using Iray. I thought, in order to complete this thread, I'll post my experiences.
So here is what you need to do in order to get a little atmosphere in your renders:
Here are two sample renders what it can look like. I placed the cube in front of the first "windows" and then in front of the other windows.
Play with that and also play a little with Scattering Measurement Distance and SSS Amount. You'll see the differences.
Moved to Daz Studio Discussion as it is a question about the application rather than a product suggestion