Volumetric effect not rendering in "haze sphere"

guenterstiefhusguenterstiefhus Posts: 14
edited July 2023 in The Commons

Hello everybody,

I'm trying to create a under water scene with volumetric effects. This works fine until I'm adding a "haze sphere" for better under water visuals.

Render without haze sphere:

https://ibb.co/XZ8rXX5

Render with haze sphere:

https://ibb.co/nkT4379

https://ibb.co/FwJf66h

Does anybody has an idea why the volumetric effect is not visible within the haze sphere?

Post edited by guenterstiefhus on

Comments

  • NorthOf45NorthOf45 Posts: 5,493
    edited July 2023

    Never tried that before, but I have to agree, a VDB inside a volume with SSS does not show. I put the SSS value of the Haze Sphere (from Aguja Undersea Environment) to very small values, less than the lightest setting provided, and nothing from the VDB (I used a VDB Smoke Trail). Played with the scattering and measurement values, nothing. Increased environment intensity, still nothing. I tried increasing the VDB density and played with the few controls available, but still nothing. I guess Iray doesn't like scattering twice...

     

    ETA: Okay, played around a bit more. There is a combination of cutout opacity, refraction index and refraction weight that shows something. With the Haze Sphere, opacity at 0.99, refraction weight less than 1.0 (the visibility of the haze varies quite a bit, but with refraction weight at 1.0, it doesn't show at all) you should see something. Index of refraction for water is 1.33, but any value still works.

    Post edited by NorthOf45 on
  • Thanks for your reply :).

    You are right, an opacity below 1 will render the VDB, but unfortunately not the haze sphere (SSS volume) anymore :(.

    As it seems only one of them can be rendered. Maybe this is a bug in DAZ?

  • FirstBastionFirstBastion Posts: 7,762
    edited July 2023

    |Maybe its as simple as two volumes can not share the same digital space just as it can't in the physically accurate world. 

    Not a bug just math.

    Post edited by FirstBastion on
  • FirstBastion said:

    |Maybe its as simple as two volumes can not share the same digital space just as it can't in the physically accurate world. 

    Not a bug just math.

    Depending on the density two or more volumes can share the same space in the physically accurate world.

    Can I achieve a similar haze effect without using a sphere? I played around with the fog settings in the environment options. That seems to work quite well in the distance but not in the foreground.

  • FirstBastionFirstBastion Posts: 7,762

    Yes you can have a water droplet in the air/atmosphere,  and you can have air bubble in a body of water, but they are still a droplet and a bubble, they do not merge.

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