Volumetric Effects in Daz Studio.

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  • PaintboxPaintbox Posts: 1,633

    DireWorks said:

    Paintbox said:

    Whats the memory usage (geo + textures) if I may ask ?

    if you are referring to a render, the quantity of memory used b y the GPU, more stuff (textures objects) more memory load, if the load exceed the memory limit, the render gives an error

    So textures aren't procedural? Good to know. since I can't install 4.20 right now, and I probably want to wait until we have a good fix for Ghost Lights.

  • Paintbox said:

    So textures aren't procedural? 

     as far as i know,(im not the techy) procedural its something that emulate a texture but its basiccally a code

    a tiled texture can be compared to a procedural map, isnt but it makes the same work by lowering the memory usage

    ie this is a shader which mix the both things, its procedural but you can add textures (i love it)

  • AllenArtAllenArt Posts: 7,169

    Now we need real volume for water and glass ;)

  • DireWorksDireWorks Posts: 133
    edited February 2022

    AllenArt said:

    Now we need real volume for water and glass ;)

    oh yeah ofc, i was thinking about other effects, like light rays or dusty water, something like that...dunno about the glass :)

     

    Post edited by DireWorks on
  • RobotHeadArt said:

    AllenArt said:

    Now we need real volume for water and glass ;)

    Iray has always supported water and glass homogenous volumes.

    https://raytracing-docs.nvidia.com/iray/manual/index.html#physically_plausible_scene_setup#modeling-glass
    https://raytracing-docs.nvidia.com/iray/manual/index.html#physically_plausible_scene_setup#modeling-volumes

    ah sry lol ive read No we need instead of now :)  

  • HylasHylas Posts: 5,065
  • AllenArtAllenArt Posts: 7,169
    edited February 2022

    RobotHeadArt said:

    AllenArt said:

    Now we need real volume for water and glass ;)

    Iray has always supported water and glass homogenous volumes.

    https://raytracing-docs.nvidia.com/iray/manual/index.html#physically_plausible_scene_setup#modeling-glass
    https://raytracing-docs.nvidia.com/iray/manual/index.html#physically_plausible_scene_setup#modeling-volumes

    It's not true volume like I'm used to with other, similar render engines. You can make a crystal with inclusions in Cycles without too much trouble, but try and do it in Iray without going to Shader Builder. If water acted as it should, there's a person in the forums who was working on making realistic looking water (sorry, can't remember the name right now) who's been working on it for over a year. You can't just put down a cube of water and have it act like real water easily in Iray. I'm not saying it's Daz's fault...the fault probably lies with Nvidia. Or, it could be that the required adjustments are not available on the uber shader....like dispersion depth, color and so on.

     

    Post edited by AllenArt on
  • Lonesome CowboyLonesome Cowboy Posts: 159
    edited February 2022

    where do i find it in daz and what components do i need?

    Post edited by Lonesome Cowboy on
  • HylasHylas Posts: 5,065
    edited February 2022

    Everyone's talking about Ground Fog... but what about Matte Fog? Was that always there? I don't remember...

    Post edited by Hylas on
  • HylasHylas Posts: 5,065

    Lonesome Cowboy said:

    where do i find it in daz and what components do i need?

    Download the new version of DAZ. First make sure that your system is compatible with the latest NVIDIA drivers, which you will need!

    The Ground Fog feature is under Render Settings -> Environment

     

    Ghosty12 said:

    The basic ground fog option is a part of the environment tab.. And the settings I have in that image will give a nice knee high pea soup type fog..

     

    Haven't tried loading VDB files myself yet but this seems to be what you need to do:

     

    RobotHeadArt said:

    Mini-tutorial:

    1. Go to the Create menu, choose New Primitive.
    2. Create a cube that is 1 meter in size.
    3. Select the cube and go to the cube's surfaces.
    4. Select the Default surface of the cube.
    5. Go to \Shader Presets\Iray\Daz Volume\ in your content library
    6. Apply Simple OpenVDB MDL Volume shader.
    7. The cube's Default surface will now have a property Volume File.  Click the ... to open a file browser and locate the .vdb file you have downloaded or created.
    8. Depending on the source of the .vdb you may need to go the cube's Parameters and change the scale.  Houdini .vdb files will need to have the Scale set to 10000 to be correctly displayed.

    The viewport offers no representation of the VDB so you will need to use Iray Preview render to see it.

  • Lonesome Cowboy said:

    where do i find it in daz and what components do i need?

    https://www.deviantart.com/direworks/journal/Daz-Tutorial-new-Volumetric-Feature-in-DS4-20-907585466

    quick start tutorial :) 

  • prixatprixat Posts: 1,590
    edited February 2022

    Hylas said:

    Everyone's talking about Ground Fog... but what about Matte Fog? Was that always there? I don't remember...

    Ground Fog was in the previous verson and possibly earlier. Matte Fog even earlier than that.

    For those asking about the CUBE effect. It's the 'Scattering Offset' that has to be kept very dark or preferably completely black! Otherwise it allows scattering up to the edge of each Voxel, making them all visible.

    The denoiser has a quite nice effect too.

    Screenshot 2022-02-20 192029.png
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    Post edited by prixat on
  • AllenArtAllenArt Posts: 7,169

    AnEye4Art said:

    This is a quick test of the rabbit vdb file in daz. One is the close up render. Density multiplier is at 100000.0

    I am so totally lost. If I do this, all I get is the blocky Lego bunny. indecision 

  • AllenArtAllenArt Posts: 7,169

    prixat said:

    Hylas said:

    Everyone's talking about Ground Fog... but what about Matte Fog? Was that always there? I don't remember...

    Ground Fog was in the previous verson and possibly earlier. Matte Fog even earlier than that.

    For those asking about the CUBE effect. It's the 'Scattering Offset' that has to be kept very dark or preferably completely black! Otherwise it allows scattering up to the edge of each Voxel, making them all visible.

    The denoiser has a quite nice effect too.

    Mine is black. I still get the Lego bunny. I've updated the drivers, updated the menus and restarted DS, redownloaded and installed the default filters....

    Nada. I'm gonna take a break ;)

     

  • AllenArt said:

    prixat said:

    Hylas said:

    Everyone's talking about Ground Fog... but what about Matte Fog? Was that always there? I don't remember...

    Ground Fog was in the previous verson and possibly earlier. Matte Fog even earlier than that.

    For those asking about the CUBE effect. It's the 'Scattering Offset' that has to be kept very dark or preferably completely black! Otherwise it allows scattering up to the edge of each Voxel, making them all visible.

    The denoiser has a quite nice effect too.

    Mine is black. I still get the Lego bunny. I've updated the drivers, updated the menus and restarted DS, redownloaded and installed the default filters....

    Nada. I'm gonna take a break ;)

    Perhaps you could save a Shader preset and post it here.

  • kyoto kidkyoto kid Posts: 41,198
    edited February 2022

    Hylas said:

    Lonesome Cowboy said:

    where do i find it in daz and what components do i need?

    Download the new version of DAZ. First make sure that your system is compatible with the latest NVIDIA drivers, which you will need!

     

    ...that should still be 471.41 on Windows for GPU rendering which still supports W7 and 8.1.  This hasn't changed since 4.16.34.

    Post edited by kyoto kid on
  • AllenArt said:

    RobotHeadArt said:

    AllenArt said:

    Now we need real volume for water and glass ;)

    Iray has always supported water and glass homogenous volumes.

    https://raytracing-docs.nvidia.com/iray/manual/index.html#physically_plausible_scene_setup#modeling-glass
    https://raytracing-docs.nvidia.com/iray/manual/index.html#physically_plausible_scene_setup#modeling-volumes

    It's not true volume like I'm used to with other, similar render engines. You can make a crystal with inclusions in Cycles without too much trouble, but try and do it in Iray without going to Shader Builder. If water acted as it should, there's a person in the forums who was working on making realistic looking water (sorry, can't remember the name right now) who's been working on it for over a year. You can't just put down a cube of water and have it act like real water easily in Iray. I'm not saying it's Daz's fault...the fault probably lies with Nvidia. Or, it could be that the required adjustments are not available on the uber shader....like dispersion depth, color and so on.

    Shader Mixer, Shader Builder is a 3Delight-only tool.

    Some of that, such as the ocean project, is way before we had the new feature - what will be possible with more advanced shaders remains to be seen.

  • prixat said:

    Hylas said:

    Everyone's talking about Ground Fog... but what about Matte Fog? Was that always there? I don't remember...

    Ground Fog was in the previous verson and possibly earlier. Matte Fog even earlier than that.

    Matte Fog http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log_4_12_1_118#4_12_1_90

    For those asking about the CUBE effect. It's the 'Scattering Offset' that has to be kept very dark or preferably completely black! Otherwise it allows scattering up to the edge of each Voxel, making them all visible.

    The denoiser has a quite nice effect too.

     

  • RuntuRuntu Posts: 100

    DireWorks said:

    valzheimer said:

    Time to render cloud bunnies :D

    yeah, definately! :D nice color on this 

    Definitely came out great! 

  • Oso3DOso3D Posts: 15,040

    Made a cloud and managed to get it to merge nicely with hdri above the clouds.

     

    Castle in the Clouds.jpg
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  • DireWorks said:

    Gordig said:

    Increasing the density multiplier past 1 just makes it even more jagged.

     

    i like the voxels :)

    btw, you can use a way less detailed mesh, apply the shader, attach the vdb file  exported from cinema, in the dedicated paramenter.

    The rpimitive sphere works, but a custome mesh like yours will be more handy.

    i made a quick guide on my DA. I will upgrade it, during my testing today.

    https://www.deviantart.com/direworks/journal/Daz-Tutorial-new-Volumetric-Feature-in-DS4-20-907585466

     

     

    Thank you for the tutorial - very easy to follow.

     I had an issue on the first render because the "Density Multiplier" was set to 1, but looking at your screenshot and matching the parameters sorted that.

    I've been reading about the volumetrics on the forums for a few days since I downloaded the 4.20 beta - your quick tutorial was easy enough to give me the push to give it a try. 

    Thanks again!

  • Dim Reaper said:

    DireWorks said:

    Gordig said:

    Increasing the density multiplier past 1 just makes it even more jagged.

     

    i like the voxels :)

    btw, you can use a way less detailed mesh, apply the shader, attach the vdb file  exported from cinema, in the dedicated paramenter.

    The rpimitive sphere works, but a custome mesh like yours will be more handy.

    i made a quick guide on my DA. I will upgrade it, during my testing today.

    https://www.deviantart.com/direworks/journal/Daz-Tutorial-new-Volumetric-Feature-in-DS4-20-907585466

     

     

    Thank you for the tutorial - very easy to follow.

     I had an issue on the first render because the "Density Multiplier" was set to 1, but looking at your screenshot and matching the parameters sorted that.

    I've been reading about the volumetrics on the forums for a few days since I downloaded the 4.20 beta - your quick tutorial was easy enough to give me the push to give it a try. 

    Thanks again!

    Oh! Really appreciated! :) Thanks for the feedback.

    And yeah, quite strange its set to one.

  • galiengalien Posts: 137

    Oso3D said:

    Made a cloud and managed to get it to merge nicely with hdri above the clouds.

     

    That looks good.

    Did you use Fluidos II to create the cloud vdb?

     

  • 100% daz test render of a dust explosion vdb file. No postwork. 

    Boom.png
    1000 x 750 - 1M
  • AnEye4Art said:

    100% daz test render of a dust explosion vdb file. No postwork. 

    amazing how you can get a so cool effect with such few elements in the scene, definately love this new feature...yeah, there are sofware that... but this is freaking simple.

    A bit of fog here, Finite Sphere environment, maybe a light to enhance some part, tone mapping and you are done

  • Testing light interaction with the volumetric.

    Fire.png
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    Fire 2.png
    1000 x 750 - 1M
  • ecks201ecks201 Posts: 446
    edited February 2022

    DireWorks said:

    i made a quick guide on my DA. I will upgrade it, during my testing today.

    https://www.deviantart.com/direworks/journal/Daz-Tutorial-new-Volumetric-Feature-in-DS4-20-907585466

    Thanks for that, it helped point out that I wasn't doing anything wrong.
    I'm sure the clipping of the VDB in Daz is confusing a lot of people.
    e.g I was expecting this VDB explosion cloud to look like, er... an explosion cloud. Instead it's getting the top half of it clipped off by Daz.
    Left to right: Cylinder, Cube, Sphere

     

    It needs some kind of fix, like scale VDB to primitive size etc. Definitely needs Daz to clarify what's happening and suggest a workaround or fix.

     

    VDB Test01.png
    3840 x 2160 - 6M
    Post edited by ecks201 on
  • DireWorksDireWorks Posts: 133
    edited February 2022

    ecks201 said:

    DireWorks said:

    i made a quick guide on my DA. I will upgrade it, during my testing today.

    https://www.deviantart.com/direworks/journal/Daz-Tutorial-new-Volumetric-Feature-in-DS4-20-907585466

    Thanks for that, it helped point out that I wasn't doing anything wrong.
    I'm sure the clipping of the VDB in Daz is confusing a lot of people.
    e.g I was expecting this VDB explosion cloud to look like, er... an explosion cloud. Instead it's getting the top half of it clipped off by Daz.
    Left to right: Cylinder, Cube, Sphere

     

    It needs some kind of fix, like scale VDB to primitive size etc. Definitely needs Daz to clarify what's happening and suggest a workaround or fix.

     

    Glad it helped, thx for feedback.

    Well, that cube clipping looks anyway cool as always say a "bug" can also become a feature if you can handle it.

    Im going to make some test right now and i will update the tutorial if i find something useful.

    Check also Jay's video on YT pretty more articulated than mine :)

    Post edited by DireWorks on
  • Oso3DOso3D Posts: 15,040

    galien said:

    Oso3D said:

    Made a cloud and managed to get it to merge nicely with hdri above the clouds.

     

    That looks good.

    Did you use Fluidos II to create the cloud vdb?

    No, I used EmberGen (free trial). I need to figure out how to make smoke with Blender...

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