Octane Render – Volumetric Tuto

Martin Boumans presents his Octane Volumetric Tuto incl. Screenshots + Scene Files :

Thanks to Juanjo Gonzalez (Plugin Developer) for helping and providing information about the Octane Render Plugin for Lightwave 3D. For this small project, I wanted to create clouds/volume fog driven by geometry. In the Lightwiki Group on Facebook, there have been posts in the past of people that really want to get started with volumetrics in Octane Render for Lightwave, but without the need of .VDB-files or TurbulenceFD. We wanted to learn about how to create volumetric fog or clouds, driven by procedural textures and geometry/meshes, so we could compose a composition and adjust smoke easily where it needs to. In Lightwave 3D’s native engine, we have Hypervoxels for that, but they will not show up in Octane Render, as this is a totally different architecture. I contacted Juanjo Gonzales and he was very kind to help me out and sent me a demo scene. After that I recreated a simple scene with the information I gained. Bellow are the steps I followed to create this scene.

+++ Downloads : volume-scene-explained.zip +++ volumetric-object-demo-scene.zip +++

1. Open Lightwave 3D Layout and create a Sphere with enough segments.
2. Go to the sphere’s „Object Properties“ and select „LWOctane Volumetrics Options“ in the „Add Custom Object“ menu.
3. Double click on the volumetric options and in the popup window, one need to set the data that drives the Volumetric nodes.
One can choose between OpenVDB (exported volumetric data from Houdini FX), Procedural (Texture driven), and TFD (TurbulenceFD input).
4. Click on „Procedural and set the „Volume Shape“ to „Mesh“, as this automatically
uses the selected mesh layer from LayOut as input for the Volumetrics.
5. The higher the grid resolution, the higher the resolution of the volumetrics. For this demo scene, I set it to 150.
6. Next, click on the button „Volumetrics node editor“ in the top reight corner of the window.
(Make sure the dropdown menu above it is set to „Procedural as well“)
7. Now you can add a procedural texture (for example Crumple or Turbulence) and plug it into the Absorption and Scattering input of the „Octane Volumetrics“ node. Leave the scaling of the texture on 1m, but crank up the contrast to 99%.
8. Add the „Octane Volume Medium“ and connect this to the „Medium“ input of the „Octane Volumetrics“node.
9. Go into the medium node and set the density to 25. Next, set the Vol. Step Length to 0.5.
The Volume Step makes the clouds more or less translucent. Leave Phase on 0
10. Inside the Octane Editor, add a Daylight node, the PathtracingKernel and set it’s samples to 400, Glossy depth to 0 and Diffuse depth to 5.
11. Press f9 and you should now see a cloudlike sphere volume.

*Sources : facebook.com / vimeo.com

3 Gedanken zu “Octane Render – Volumetric Tuto

  1. i think there is one step left out of this. unless the absorption or scattering value on the Octane Volume Medium node is something greater than 0 (aka the color black), nothing renders.

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