Scratch Posted March 19, 2013 Share Posted March 19, 2013 Hey Folks, I was wondering how to achive such a atmosphere renderpass (see attachment). I searched a bit around and found an "atmosphere object" (sop) with an example in the help, using a "v_lit_fog" shader. I also thought about taking the zdepth pass as a mask for a solid (in comp). A friend of mine suggested me to use a volume (cube -> create volume) and use a VolumeVOP (ramp) to control its density until it looks nice) I'm not quite sure in wich direction I should go. Can you give me any hints? Thanks in advance for your time and help! Quote Link to comment Share on other sites More sharing options...
nFrame Posted March 21, 2013 Share Posted March 21, 2013 we typically use a depth pass for this. invert it, screen it, and curve it to look nice. maybe tonemap it a bit I don't really see a need for a volumetric solution, I guess it depends on style and artistic directions. i.e. do you need to see air/dust particle pass by the camera lense? even then, they're are less expensive solutions. 1 Quote Link to comment Share on other sites More sharing options...
Scratch Posted March 21, 2013 Author Share Posted March 21, 2013 (edited) Thanks for your answer! In the meantime, i checked both, the atmosphere object (got it to work ) and the zdepth pass solution you mentioned. Here is my comparison: Atmosphere object (see attatchment): + volumetric shadows + (more) physical correct - expensive in terms of rendertime ZDepth-Path + easy to use + some kind of fake + cheap in terms of rendertime - no volumetric Shadows I ended up using the ZDetph as suggested by nframe because it is quick and sufficiant for my needs (and because I do not have the resources to devote lots of renderpower to this). Thanks alot for taking the time to answer! cheers Philipp Edited March 21, 2013 by Scratch Quote Link to comment Share on other sites More sharing options...
nFrame Posted March 22, 2013 Share Posted March 22, 2013 since you have the z-pass, now throw some deep focus in there with some depth of field! Quote Link to comment Share on other sites More sharing options...
jim c Posted March 28, 2013 Share Posted March 28, 2013 This is what I've done in the past. Make a new take, call it "atmo" or something like that. Add the matte (http://www.sidefx.com/docs/houdini12.1/nodes/obj/geo - Matte shading ) object property to the take, and turn all your geo objects matte property to true. For the main take, obviously this will be false, and then you can turn off the atmo object. Also consider fiddling with your mantr ROP's volume settings in the Samples tab to increase your speed. Render both, composite as needed. Quote Link to comment Share on other sites More sharing options...
Scratch Posted March 28, 2013 Author Share Posted March 28, 2013 Exactly the workflow how I ended up doing it! Thanks for your reply jim c! Quote Link to comment Share on other sites More sharing options...
muzaffer Posted April 7, 2013 Share Posted April 7, 2013 Could you share your hip file, thanks Quote Link to comment Share on other sites More sharing options...
Scratch Posted April 7, 2013 Author Share Posted April 7, 2013 Hey, I can't post my hip-file because the scene is too heavy for that, but the exact same technique i used is described in an example scene which is coming along with houdini by default. http://www.sidefx.com/docs/houdini12.1/nodes/obj/fog You can not load or launch it from the web, but when you open up the exact same help-side from inside houdini, it works (windows) In addition, this is the help-card of the shader I use in conjunction with the atmosphere object: http://www.sidefx.com/docs/houdini12.1/nodes/shop/v_litfog Hope that helps! Quote Link to comment Share on other sites More sharing options...
TomRaynor Posted April 7, 2013 Share Posted April 7, 2013 There are so many nice little example hip files in the help, gotta love sidefFX for doing that. Cheers for sharing Philipp, hope the dragon is coming on well, post some stuff when you get some renders. Quote Link to comment Share on other sites More sharing options...
Scratch Posted April 8, 2013 Author Share Posted April 8, 2013 Hey Tom! I will for sure post everything when it is finished, just gimme a little bit more time, I'm are nearly there! Quote Link to comment Share on other sites More sharing options...
muzaffer Posted April 9, 2013 Share Posted April 9, 2013 thanks for sharin, will check them Quote Link to comment Share on other sites More sharing options...
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