Sorry for intruding into what looks to be a closely knit community, but I’ve run into a problem I can’t resolve by myself… There is a chance it cannot be resolved at all, but there is no way of knowing it without asking first. So please bear with me. And help would be much appreciated.
I use C6 Pro which is old but I cannot afford an upgrade, unfortunately. It’s just a hobby for me.
I’m working on this scene where I needed a lot of different flames. I made a shader using the “Fire” natural function in Transparency and Glow channels (the rest are set to “none”), as described in the manual. I just can’t get the Fire primitive to look the way I want, and I’m perfectly happy with the shader.
I applied the shader to “splats” (billboard planes). The lights are shape lights set to rings. It all looks awesome, but I felt the scene needed something prettier like a glow or a fog effect (which are not really nice to introduce in postwork when you have no drawing tablet; simple “glow” filters in image editors make every lighter-coloured surface glow, and it’s not always desirable).
I tried using the 3D Aura effect, but it didn’t work well with the transparent planes (it seems to think the whole plane glows, while only the non-transparent part does).
I added a fog primitive, which looks better, but you can still see the outlines of the plane billboards, even though the planes do not cast or receive shadows.
I’ve tried everything I could think of - playing with the fog quality parameter, getting rid of any GI including AO, checking all the “light through transparency” boxes, turning ambient off, using inverted Fire shader in the Alpha channel, excluding planes and fog from interacting with lights… even changed the diameters of the ring lights thinking it’s their fault, but nope, it’s purely the effect the planes produce. Nothing changes.
Is this possible to remedy without postwork, or is this a known bug/feature, or something?
Thanks in advance.