Volumetric Scattering in Houdini & Redshift for Beginners

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  • เผยแพร่เมื่อ 25 ธ.ค. 2024

ความคิดเห็น • 16

  • @nihatozdemir445
    @nihatozdemir445 5 ปีที่แล้ว

    thank you bubble,you are AWESOME!!!

  • @MattScottVisuals
    @MattScottVisuals 3 ปีที่แล้ว

    Great stuff, thank you very much :) Subbed!

    • @bubblepins
      @bubblepins  3 ปีที่แล้ว

      Thanks for the sub!

  • @UnchartedWorlds
    @UnchartedWorlds 5 ปีที่แล้ว

    Hi Bubble, keep it up ✌️🙏

  • @santiagorinaldi1712
    @santiagorinaldi1712 3 ปีที่แล้ว

    thank you!

  • @eftorq
    @eftorq 4 ปีที่แล้ว

    Thank you! I've switched from cinema to Houdini and I somehow thought I did something wrong when setting everything up. Out of curiosity. Where did you read about the material inclusion and licensing? Do you know why it is that way?

    • @bubblepins
      @bubblepins  4 ปีที่แล้ว

      Are you referring to the Redshift Materials & licensing stuff? I read it on the Redshift user agreements. I think it's ok to share the Houdini Mantra materials, because you won't be able to Houdini if you didn't have a paid Houdini license anyways, so SideFX gots you covered there. But the Redshift User agreement has this blurb about not sharing Materials. I'm not sure what they mean by that, so all HIP files exclude Redshift Materials. But I include instructions on how you could setup the RS material on your own if you download the RS Rendering engine.

  • @secretsurvivors5021
    @secretsurvivors5021 4 ปีที่แล้ว

    if we remove the flashlight geometry, then we get a bright light spot, is there any way to remove that.
    Also when volume scattering is enabled, then we loose the alpha of the scene. any work around for it ??

    • @bubblepins
      @bubblepins  4 ปีที่แล้ว

      In the RSLight node for redshift, Light Tab, under the Area section, there's untoggle the Visible checkbox. Then Redshift won't render the light mesh. I think that's what you're looking for?
      As for the alpha, it's annoying isn't it? But I think that's sorta what volumetric scattering is trying to do. Because it'll disperse a cloud all over your scene so light refracts through the air/empty space. I think this is what's causing the scene to look a lot brighter. I would play around with the light intensity (start dark and slowly turn up the light) and focus mainly on area/spot lights at the beginning before adding any other lights into the scene.
      But I do find it a lot easier to do volumetric scattering in Redshift compared to Mantra/Blender.
      Hope that helps!

    • @secretsurvivors5021
      @secretsurvivors5021 4 ปีที่แล้ว

      @@bubblepins No i am not talking about the visible checkbox.
      Even when that light light is not visible. Still after enabling volumetric scattering there is a bright source visible. Whether its a point, sphere or cylinder. You can easily see its shape which is very annoying. If you have any fix for it, plz help

    • @bubblepins
      @bubblepins  4 ปีที่แล้ว +1

      @@secretsurvivors5021 I just did a quick test, I think that light shape (even after you uncheck the Visible checkbox) is caused because that's where the main source of the light is coming from. Like, that's where the light starts, if Volumetric Scattering is enabled, you get this gas like material spread all over your scene, which causes light to refract off the empty space in order to produce those fancy atmospheric god rays.
      I think we're talking about the same thing, lol
      Volumetric Scattering sorta tracks the light path, if the light starts from the point light, it will show in your shot if the light is in the camera shot. I think the only way is to move the light out of the camera shot so the god rays starts from outside into your camera shot.
      I hope that helps, or I could be confusing the whole question even more lol. If so, I'm sorry :(

    • @secretsurvivors5021
      @secretsurvivors5021 4 ปีที่แล้ว

      @@bubblepins Thanks for your help. But the look that i need require the light to be in camera.
      This seem i have to compromise with the volumetric look in order to remove that halo effect. Anyway
      Thanks again

    • @santiagorinaldi1712
      @santiagorinaldi1712 3 ปีที่แล้ว

      @@bubblepins this is the only way