Cloud-man afterburn


#2

Any suggestion for this will be of great help…Hope you guys know the solution…


#3

Looking at your images, I don’t see any shadow which gives depth.
Enable shadow and use raytraced shadow . Also make sure, you are using “raymarcher”(<< right?) not octane shader. From image, it’s also seen that noise scale is small. Increase it a bit and give some variation to it. But first give some shadow.


#4

Shadows are on but I’ve lightened the ambient color… and yea I m using raymarcher only


#5

Another render with mush larger noise size…still features are not coming out…


#6

You’re still missing shadow. White on white is surely not going to define his features, crank up the density, add a directional light and have it cast shadows on him :slight_smile:
Also make sure the radius of the afterburn particles is small enough to create any meaningful shape.


#7

Get the shadow first then do ambient lighting stuff.


#8

Thanxx, Jigu… I guess I got the shadows.What should I do now??


#9

Try to get the look without any noise scale or no noise at all. So you will get spherical plums. Set the appropriate radius of sphere and spawn particles on head geometry. Also keep good amount of particles and particle size to get the nice spherical particles/shapes on head mesh. I hope that helps.


#10

You wanted me to reduce the radius and increase the particles…but this ain’t helping… Can we do this in post…I mean revealing its features?


#11

well first I would see , if look is coming in viewport or not then I will go to rendering stuff.

Position some sphere shape particles on face geometry then check if you are really getting proper overall shape. Also play with particle count and particle shape size.

Also particle shape should have variations. I mean on eyes it could have been small whereas on nose size could be changed a bit large… so on chin and chick of the face.


#12

This kind of stuff is often tricky to do because if you use large volumes, you lose detail, but if you use small volumes you lose overall volumetric coherency. It really requires a delicate balance between the scale of your volumes and the noise associated with them. It would be easiest if using noise based on world coordinates, but as soon as the particles move you’re screwed.

The way I’ve pulled this off in the past is to render in a few different layers. First I render the geometry with a shader that uses Falloff around the edges so that it appears soft. Then I scatter particles over the object and use fairly large volumetric settings to create a layer that will give large scale detail around the edges. Lastly I do another pass with lots of small volumes with more detailed settings and this gets layered in to provide specific shape detail.

If I were to do this today I’d try combining the volumetric passes into one by using a script operator to place particles at the verts and control the scale based on the density of the particles. That way areas that require more detail will have more particles to begin with and therefore would render smaller.


#13

Thanx Brandon and Jigu for your replies… Yea it would be better to do it with passes…like you said small and medium clouds on the face and then a smooth shader on the mesh…thats gonna work… I am working with the same procedure now…will be back after a short time with all thr updates… And yea is it necessary to use the script operator like you said I haven’t used it yet so not sure how its gonna work…


#14

some quick updates…

still its not coming that way…I’ve tried doing it through masking with a shader on the mesh and clouds… but that doesn’t seems to work…details are here but they seems to be very flat… What should be done now :shrug: ??


#15

It has been done in three passes…#1 mesh with shader… #2 small clouds on face… #3 comparitevely larger clouds giving it volume…

Still no difference in result…and with that i m getting a sharp white edge around the edges of face…


#16

Try blurring the shaded mesh layer, and using the “overlay” blend mode.


#17

Thanxx for your reply noouch…I put the shaded mesh to overlay mode…but that didn’t did much… when i copied the same layer of mesh and put it to normal mode it just made it more brighter… Is there anything else that I should try now to make it look better…


#18

how about, rendering the clouds, Then the mesh but as a AO-pass, distort it a litelbitt in comp and pull it over? now you shall have pretty nice shadow information over your cloud.

Try :slight_smile:


#19

Thanxx for you reply watti…I have rendered every single pass separately… How should I distort the AO pass in the comp??


#20

Well sorry for wrigthing that :stuck_out_tongue: That was just a sugestion, you can distort the mesh abit in 3d also, so you get the real deap depending on your Clouds was my thogth, But how does it look whit just AO rigth now multiply over your clounds?


#21

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