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View Full Version : Volumetrics through a fine aperture


Mikka
04-16-2004, 01:39 AM
Hi all, I'm trying to create an easy effect,

I'm trying to pass a volumetric light through very small holes (noise > dents) (which are in an alpha or transparent channel on a texture on a plane), to produce very fine light rays on the other side using Hard Shadows.

Problem: The light rays which shine through are very thick, much thicker than the holes on the texture. And they flicker very quickly when moved slowly.

Requires: The light that comes out shines ONLY through the small holes - for a very fine outcome. No flickering.

Tried: Decreasing light sample distance, but this doesnt appear to have much affect. Decreasing the size of the holes (scale in noise) on the texture (obviously :P). Increasing shadow and ray depths from 6 -> 10+. I've followed the pumpkin setup prefs. on p276 of the manual - but no result!

There appears to be a lower limit of how fine the light can be. Is this true?

I'm sure there's a simple setting out there somewhere!

:)

-Mk

AdamT
04-16-2004, 04:25 AM
What kind of shadows are you using hard or soft shadows? If the latter maybe a bias or resolution issue?

Mikka
04-16-2004, 04:39 AM
Hard Shadows.

I'm slowly animating a polygonal surface, with which the alpha mapped texture is applied to. A light shines through the surface using hard shadows. But when the surface moves slowly, the light flickers weirdly fast and unrealistically, out of time with the actual surface.

I thought it had something to do with bias or resolution aswell, but this is hard' :P

-Mk

crash_tx
04-16-2004, 04:57 AM
Would using a phisical cone mapped with a fog and luminance texture help control the flickering?

http://home.austin.rr.com/tbirmingham/screenshot02.jpg

Mikka
04-16-2004, 05:23 AM
Unfortunately not, as I'm using an animating noise to produce the holes for the light to shine through, and I dont know where each of the shafts will be as there are ~50 of them.

I'll try and post an example later on, hope I'm being somewhat clear with my explanations :)

-Mk

crash_tx
04-16-2004, 05:47 AM
oh... I understand now... the shape and positions of your openings are animated as well.

I'll keep posted to see how you take care of this one because I've thought about animating sun patches through storm clouds onto a seascape. Sounds very similar.

Good luck!

Mikka
04-16-2004, 07:47 AM
Thanks for your help and interest crash_tx :)

As its friday and im outa time I've had to just add some foreground details and blur out the background to make the flickers less evident, they're still there but now the attention is on something else.

I suppose i bowed out of this problem with an OKAY result, but its the weekend tomorrow and renders going monday :surprised ouchies.

wiggy'


:beer:

-Mk

flingster
04-16-2004, 12:40 PM
what happens when you slow down the noise...surely this will help reduce the whole quick flicking...sounds like the noise is animating very fast so you are seeing quick light penetration..then effectively cut off....dunno just a thought. not it this case but i've had problems with using animated noise to control other things eg cloner or something...as i was getting quick flicked objects...it can be very hard to have some control over the randomness...dunno just a thought. Everything you mention points to the volumetric light setting...but i would also do a quick test by really slowing down the noise and see if you get the same problem...:shrug:

WQP
04-16-2004, 01:24 PM
Is this something that can be fixed by adjusting your depth settings under rendering preferences. I was playing around with alpha mapped hair and realized to avoid a bunch of glitches I had to vastly increase my ray depth.

Medicine Horse
04-16-2004, 02:10 PM
Sample radius is key here for the light.. high values look like ass but low values look mint. Your render times sky rocket though.

-M

nendo_3d
04-16-2004, 02:48 PM
try turning ur visible light to volumetric and turning ur noise down. i am hoping ur mean something like this but without the stars

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