For what I know volumes are supported since before 3delight 8.5 which means DS3.x
I don’t really know why you have white eyes. Hard to guess but that is a cool effect
And I am not sure to understand your last question : you should know the name of the shader you want to use, so unless your computer does read mind that will be difficult to have an automatic naming ??? (cool idea though )
There was something wrong with volumes in the raytrace hider (only there, not in the default one) in 2013, when they were transitioning to path tracing - Berto Durante said there was no proper support yet: http://www.3delight.com/en/modules/PunBB/viewtopic.php?id=3878
The question is, how do I make the render script to read the name from the scene atmosphere shader automatically.
In DS, we attach these to cameras. It looks like I have to query the active camera whether it’s a normal camera or a dzShaderCamera, and if it’s a dzShaderCamera, I get its dzRSLShader.
But how do I then get its name and tokens to pass to Renderer.riAtmosphere()? I can see no straightforward methods for this listed in the docs.
Like any program, you could have bugs at some time of the dev. I’m sure I never saw it. And in case of I always keep old 3delight and DS versions. And it also takes time to make everything correct. I suppose the problem was at a particular version
For the other question, I am not sure as I didn’t try but there is a getparameter in DZshaderdescription of the SDK
...been directed here from the Renderman thread. Crikey there’s so much to go through, more than I can handle in one session as I no longer have Net access from home.
On the other thread I brought up AoA’s atmospheric cameras relating to volumetrics and scripted rendering.
One of the responses included an example of a render using UberVolume as it was mentioned the pure ray tracer had issues with AoA’s shader and not with the ability to interpret volumeetrics
Everything works. Atmosphere, interior, and whatever. See the attached testscene
My question is long did the render process take? I know with the regular 3Delight, UberVolume brings the process to an excruciatingly slow crawl.
Some other testscene attached :
First scene : Ubervolume cone with Depthcue camera, one spotlight for creating the Godray and one Distant light in the back. Reyes Rendertime = 2min18. Progressive Rendering (aka raytrace) = +10 min
I wouldn’t advice to use Raytrace with volumes. It seems that Reyes is way more efficient for that
Second render is the same as first scene but with a sphere as Dome to make a closed environment. Reyes = 4 min. Your computer should render the same scene a bit quicker than mine.
My other concern (as I mentioned in the other thread) is the whole business of scripting. I am no longer a programmer, have not been for decades, and am way out of step with any of today’s languages. Therefore I am totally dependent on pre-written scripts that are made available which I can download and install into the 4.6 scripts folder.
I am no programmer and Kettu isn’t either. I’m a mechanical engineer but I work as a production IT so I do script and program. But what is done here is not really difficult if you follow Kettu’s tutorial. It’s rather copy/paste. I can understand some people are afraid but once you get the trick, I guess you can customize things to your way, like Kettu does. She’s doing good considering she has no IT background. Just read her post http://www.daz3d.com/forums/viewthread/21611/P495/#642793
Another question, does scripted rendering not support of AoA’s Advanced lights as well? Two of their features I really like and find very useful are surface flagging and the spotlight having a squared (natural) falloff setting, neither of which are available with the normal Daz lights or with any of the UberLight options. I also do not have any of the other Omnifreaker shaders lights than those which were built into 4.6 (budget reasons).
I don’t have AOA’s product. Only the standard SSS shader that I don’t use either. So I can only guess : Scripting should be supported but I remember reading somewhere AOA’s product don’t support Pointcloud. Don’t know if it is still the case. No clue either for the Raytrace Hider. Now to guess why it doesn’t work in some specific case is something AOA should answer. Hard to guess when you don’t have the source code
But you don’t really need scripting in my view. Just eventually use progressive raytrace in your render settings to see if you have some speed up with progressive rendering (so anyway not with volumes)
Last note : Uberarealight has a control for the falloff : it is called Falloff Decay and has a default value of 2 which means square root falloff.
Click thumbnail to see full-size image