Forum Moderators: Lobo3433 Forum Coordinators: LuxXeon
Blender F.A.Q (Last Updated: 2024 Nov 17 9:25 pm)
You can scan through Farsthary's blog to see if anything he's done in volumetrics for Blender is usable for your purposes yet, if you're comfortable with experimental builds.
Hmm, the fluffy clouds zip file does not have anything with the creator in it, so I can't link you to it. Basically, though, you can create a plane, then in edit mode duplicate it a few times and raise each new plane just a little bit, then add a material with two textures: a cloud procedural for color and a circular blend material to make it transparent and fuzzy around the edges.
Thanks both of you.
Im aware of farsthays work and cant wait to see something outside of an experimental build. However there are no graphicall builds for linux after November from that trunk.
Halo: Thanks for looking into that. Im not sure however if the planes will get me the effect Im looking for. Im not looking for anything more scifi-ish (nebula clouds, soup o stars, etc.) than what I have already.
The tracking of the lamp to the camera seems to work....I think...Ill post again once I have a test animation set up.
Any advice as to a location where I can upload a test animation?
Alrightie......
Comments welcomed. I know its dark but Im actually rather pleased.
http://s300.photobucket.com/albums/nn11/cdi3d/?action=view¤t=suncheck0001_0120.flv
second test. sorry for the long delay.
comments welcomed.
http://s300.photobucket.com/albums/nn11/cdi3d/?action=view¤t=testcomet_scene10001_0550.flv
chuckle True. Kinda scary.
However as you can see in this image.
www.geocities.com/zlipanov/selected_asteroids/433_eros/433_eros-42.jpg
Space really is...bleak.
That image was from a distance of about 200 Km
A colleague of mine suggested it had less to do with the scale of the stellar distance and more with the exposure settings of the camera.
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
Been a very long time since Ive posted here but I hope to do so more now.
Anywho, I thought Id ask for some opinions of my fellow Blenderers.
Im attempting to simulate a space scene in our local solar system or close by.
My question is how do you guys go about simulating a volumetric environment?
Ive attached a rendered jpg of my current scene. The actual set up is as follows.
Camera
Comet/rock
A Hemi lamp pointing at the camera.
A Sun lamp also pointing in the direction of the camera.
And lastly a spot light with Halo on to give me the volume shadows.
I also have stars and mist activated.
The jpg shows the result of the set up and its not bad I think. However Ill be animating this shortly so
I need to figure out a way to keep this volume effect going.
Id considered setting the Track to constraint for spot lamp so that its always pointed at the camera and while that keeps the volume effect on the camera going it doesnt help my incoming comet (ie the comet will be lacking a volume shadow....I think....).
Has anyone set up a scene such as this?
Any advice is appreciated.
Thanks,