A natural situation

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thesquirell
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Re: A natural situation

Post by thesquirell » Sun Oct 04, 2015 12:32 am

I would love to learn more about this mie_cumulus inside Indigo. How to use it, control it. Seems I can't find anything about it.

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yonosoy
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Re: A natural situation

Post by yonosoy » Sun Oct 04, 2015 12:46 am

Hi.
The thing is that for the exporters mie_cumulus phase function is not yet implemented, because of these you can´t find anything about.
At the moment, or you are lucky and your exporter have external material or you must to change it manually in the XML tag. In the last page there is a text about.
"... nor 0.2 galaxys, nor 0.8 little chikens ..."

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thesquirell
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Re: A natural situation

Post by thesquirell » Sun Oct 04, 2015 1:02 am

Oh, I'm lucky to proudly use Cindigo, who has external material option. But, I am more interested in parameters that drive this phase function, how to utilize them and what do they do, or is this obscure phase function just an option, without any visible parameters to control?

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yonosoy
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Re: A natural situation

Post by yonosoy » Sun Oct 04, 2015 1:17 am

Man, I can´t understand...
Could you explain me where is in cindigo the external material option? So many months editing because of the lack of external material in cindigo...

About mie is just a phase function without parameters. It all depends on the code for the medium to build clouds or mist. I think that mie is specially good with the atmospheric phenomenons related with vapour but could be use in other environments ...

Absorption and scattering of light by small particles (mie theory).
"... nor 0.2 galaxys, nor 0.8 little chikens ..."

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zeitmeister
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Re: A natural situation

Post by zeitmeister » Sun Oct 04, 2015 1:35 am

You should be able to create an indigo material in C4D; then choose "external" as type. There you can link the given material.
Just copy/paste the code above and save it in an text editor as "something.igm".


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yonosoy
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Re: A natural situation

Post by yonosoy » Sun Oct 04, 2015 1:40 am

:lol:
so dumb...
thank you, this makes my work, flow ...
"... nor 0.2 galaxys, nor 0.8 little chikens ..."

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Oscar J
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Re: A natural situation

Post by Oscar J » Sun Oct 04, 2015 3:28 am

Is there any similar atmospheric effect that could give lower render times?

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CTZn
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Re: A natural situation

Post by CTZn » Sun Oct 04, 2015 2:21 pm

yonosoy wrote:I will do of course; thanks.
Another cuestion. I feel that an inverse function that evaluates the z position (SSS =0 at the top of the boundarie geometry of the gas) could do a good job for this effect too.
I did some tests with pos.z without success. Must be a so simple equation... could you help me with this?
Is like a difumination of the gas density in high so at the top of the trees the gas dissapear and the effect is magnified.
I posted the solution, the cloud shader linked into that post in my wip thread has an option for haze. Here, have both in one :D

e: or, you send me your version and I'll look into it.

PS: <mie_cumulus/> as a phase function. Hey it was implemented into my script just born :P [pun] did not take 20 lines IIRC
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yonosoy
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Re: A natural situation

Post by yonosoy » Wed Oct 14, 2015 6:38 am

A test of mie_cumulus in an interior "architectural" shot. :?
The scene is Archinteriors, volume 33, scene 9. More or less apt to this test but I evacuate of accesories objects the scene. The sun and sky system for the first shot and for the second I only apllied a emitter material with IES in the polygons of the bulbs. So, for 5300 samples/pixel with metro bidir (suggested that it is better option path tracing; for other ocation) I feel is enought torture for the machine (I3 , 61 hours, downscaled from 1920 to 1200). :)
Attachments
scene 9 day.jpg
scene 9 night.jpg
"... nor 0.2 galaxys, nor 0.8 little chikens ..."

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Oscar J
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Re: A natural situation

Post by Oscar J » Wed Oct 14, 2015 6:59 am

Very cool! :)

Would like to know what happened to that gorgeous low-sun forest shot though? Did you render a cleaner version of that? :)

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CTZn
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Re: A natural situation

Post by CTZn » Wed Oct 14, 2015 7:49 am

Oscar J wrote:Very cool! :)

Would like to know what happened to that gorgeous low-sun forest shot though? Did you render a cleaner version of that? :)
+1x2
I'm wondering whether my mist (& clouds) shader did cause you troubles, I think I can help further if you need. It is not a noisy mist indeed, it has a constant density at a given height.
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contegufo
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Re: A natural situation

Post by contegufo » Wed Oct 14, 2015 8:05 am

Hi

Beautiful and interesting the effect of light misty (light fog). You have to be experienced or even moderate users it can accomplish?
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OnoSendai
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Re: A natural situation

Post by OnoSendai » Wed Oct 14, 2015 9:12 am

yonosoy wrote:A test of mie_cumulus in an interior "architectural" shot. :?
A bit odd, that's simulating a cloud inside your living room :)
Interesting colour banding visible.

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CTZn
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Re: A natural situation

Post by CTZn » Wed Oct 14, 2015 10:10 am

Well, that's what happens in a sauna or bathroom in the other hand !

Usually, for rooms, the uniform phase function does the job of simulating dusty air. Nice experiment though !
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OnoSendai
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Re: A natural situation

Post by OnoSendai » Wed Oct 14, 2015 10:13 am

CTZn wrote:Well, that's what happens in a sauna or bathroom in the other hand !
That's true. Although i think from a sauna/bathroom the droplet size might be larger than in a cloud. Could be wrong tho.

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