This is an important setting a lot of people seem to miss... Make sure you always adjust the Start and End properties in the Volumetrics settings panel to get the highest quality fog. You're leaving a lot of free quality on the table if you don't. It helps a LOT when you adjust the cutoff values to only include what's seen in the scene.
You guys are beautiful! Not ignoring blender and accepting it with all pros and cons as industry professionals. It is just a tool, but your work is inspiring!
OH YOU COMPLETE AND UTTER LEGEND!! The light clamping thing has been driving me nuts. Tried to find a solution but had no luck bc didn't know what keywords to search for .Just saw this video in my suggestions & now you have saved me hours and hours of rage with that one simple tip to disable seeing that annoying 'dot' of the light source. Thank you so much. Subbed instantly.
Nice to see a video made on this piece finally, following it on stream was dope and the experimentation was lively! Also volume in EEVEE still doesn't do non-cube bounding boxes, hope we'll get that in the future, but if you rendered that Statue with the Principled Volume in Cycles instead, it respects the form perfectly as the volume stays within the bounds of your indefinitely complex solid object. :) Ghosts and Ghouls Galore.
I can't explain to you how much this helped me. Especially the volumetric lighting setting. I was having SOO MANY problems with point lights looking ugly with volume scatter and had no way of fixing it until now. Thank you
Connect the musgrave or noise texture node to a color ramp or the new map range node before plugging into density in the principled volume node. It will give you great control and you can do everything from clouds to fog. Add in a gradient texture and mapping node (with mix shaders) and you can get rising mist/fog anywhere you want.
I already played around a bit with volumetrics in Eevee, but there is ALWAYS something new I learn from your videos. I wasn't aware of the light clipping thing, that always annoyed me as well :D
Might I suggest adding a mapping node, and animating the values there for cool effects. You can animate the rotation to have clouds spinning around an object at the center of the volume. Oh and add a touch of distortion in the noise node for some better looking shapes.
Thanks for the tutorial! Can you explain how you created the cube and the planes, and made them transparent? New to blender so it might be a silly question. Thanks!
The volume scatter with Eevee do not respect the shape of the object. If you try the same thing with Cycles you'll notice that it works as it should. But very cool use of the volume with the planes I like it!
I remember the stream, was so awesome to meet George (if that was his name) also just wondering from where you got the models I remember it was my mini factory but can't find the collection. Nice to hear Hening at least for a few seconds. Anyway stay safe Morten and best of the lucks with your flights and visa (thumbs together)
Could you guys start screen capturing at either 4K or at at the very least 1440p? Would be epic to see some extra res whilst watching you guys every time we tune in :)
im having an issue with the volume... i want to have fog around a tower in my scene, but it clips as soon as im far away from it... I have the viewport clipping and camera clipping turned up, and nothing else is clipping, any idea how to change the clipping?
clamping it get rid of the point light or any light in eevee is not the way i guess! the trick that i found out was to keep a very low power and increase the specular way too high to let it still affect all objects and not the volume because only the power affects volume.
1 where is the link for the tutorial ? 2 can you export the fog as a separate passes when you paint on photoshop ? 3 could you show how you export render passes ( like material Id , clown passes ) ,things like that , i don't know if you can export in a psd ) thank you :)
There's no tutorial I think, then for the fog there are couple of ways to do what you want, like rendering the fog on a separate view layer and composite it in PS with your render, right now I don't remember if there's a "fog/smoke pass" exists, but not just in Blender, in all softs. Then you could check for material index pass (works for objects too) or cryptomatte, but I don't think it works in EEVEE right now, I might be wrong though.
@@paulatreides6711 I don't know much about Octane, I couldn't tell, and also stay tuned for updates, they come quickly (Blender developers are completely crazy), maybe there will be something like this in EEVEE.
As much as I appreciate you guys and Blender, can you please go back to more Maya stuff? There is tons of stuff in there you guys have not touched on like Xgen and MASH or even a deep dive into the hypershade. Stay safe friends
This is awesome! For a while I've been toying with the idea of making a Diablo-style game for a while using WebGL. (Circa 2008?) Here's a really early prototype: rtce.randomer.net/ I also started writing a winged-edge (twinned-edge, actually) modelling program (also WebGL, after also partially writing the same thing in C, C++ and Java, heh.) w3dm.randomer.net/
This is an important setting a lot of people seem to miss...
Make sure you always adjust the Start and End properties in the Volumetrics settings panel to get the highest quality fog. You're leaving a lot of free quality on the table if you don't. It helps a LOT when you adjust the cutoff values to only include what's seen in the scene.
You guys are beautiful! Not ignoring blender and accepting it with all pros and cons as industry professionals. It is just a tool, but your work is inspiring!
It's an amazing tool for sure
OH YOU COMPLETE AND UTTER LEGEND!! The light clamping thing has been driving me nuts. Tried to find a solution but had no luck bc didn't know what keywords to search for .Just saw this video in my suggestions & now you have saved me hours and hours of rage with that one simple tip to disable seeing that annoying 'dot' of the light source. Thank you so much. Subbed instantly.
Nice to see a video made on this piece finally, following it on stream was dope and the experimentation was lively! Also volume in EEVEE still doesn't do non-cube bounding boxes, hope we'll get that in the future, but if you rendered that Statue with the Principled Volume in Cycles instead, it respects the form perfectly as the volume stays within the bounds of your indefinitely complex solid object. :) Ghosts and Ghouls Galore.
Uhh that's pretty interesting!
LITERALLY working on volumetric lighting in EEVEE on my computer and see this 😁
UA-cam knows!
Same! FlippedNormals coming in clutch.
real time volumetric lighting, this is pretty awesome. definitely doing this tutorial a soon as I get home
It's pretty handy :D
I can't explain to you how much this helped me. Especially the volumetric lighting setting. I was having SOO MANY problems with point lights looking ugly with volume scatter and had no way of fixing it until now. Thank you
Oh my god. That principled volume plane trick made me cry out aloud and pause the video to handle the rush of applications I have for that...
Hey, I was in the stream when you did this project! super cool to see this video, very nice work.
It was a really fun project!
We'll be releasing a tutorial on it at some point in the future :)
@@FlippedNormals Nice!
Where was the stream if I may ask?
This is so cool and so simple. Seriously I can’t believe how easy it is. Thanks guys!!
You're welcome :)
Connect the musgrave or noise texture node to a color ramp or the new map range node before plugging into density in the principled volume node. It will give you great control and you can do everything from clouds to fog. Add in a gradient texture and mapping node (with mix shaders) and you can get rising mist/fog anywhere you want.
I already played around a bit with volumetrics in Eevee, but there is ALWAYS something new I learn from your videos. I wasn't aware of the light clipping thing, that always annoyed me as well :D
That's really helpful man! i always wondered how to remove that light clamp thing xD Thanks!
You're welcome!
Is there a full tutorial where did you guys made the whole scene like modelling,lighting,rendering ?
Didn't think about clamping the light to reduce the lights showing up; cheers.
Thanks for the nice tut, this light clamping issue caused me headaches for a week before I solved it
Super cool feature and video! Thanks!
Np Gabriele
omg blender seems so Epic Unreal :O
It's pretty legit now. Super powerful what you can actually do in it
That project looks dope btw.
Great video. I've been trying to get volumetric lights to look nice in Eevee.
thanks man!
Might I suggest adding a mapping node, and animating the values there for cool effects. You can animate the rotation to have clouds spinning around an object at the center of the volume.
Oh and add a touch of distortion in the noise node for some better looking shapes.
Wow, so we can remove the light clamps from the scene.. didn't know even it is possible. Thanks for that ...
Pretty useful!
yes, thank you. had to click on 5 different videos that didn't do excactly that. MOOD.
Abt the light clamping would uppi g the hradi7s help with the spots?
Thanks for the tutorial! Can you explain how you created the cube and the planes, and made them transparent? New to blender so it might be a silly question. Thanks!
You definitely have crazy fast machine. I also prefer your voice, man.
Can you tutorial of the scene, how do you make the models
Is it possible to create a prism effect as in The Dark Side Of The Moon LP cover? Thanks in advance.
Is there a way to have like an animated noise on the light volume so it looks smoky?
The volume scatter with Eevee do not respect the shape of the object. If you try the same thing with Cycles you'll notice that it works as it should.
But very cool use of the volume with the planes I like it!
I remember the stream, was so awesome to meet George (if that was his name) also just wondering from where you got the models I remember it was my mini factory but can't find the collection.
Nice to hear Hening at least for a few seconds. Anyway stay safe Morten and best of the lucks with your flights and visa (thumbs together)
Haha yes I believe that was the name 😂
Thanks Ed! Let's see how the next week plays out.. Here's to hoping the world stays sane
Could you guys start screen capturing at either 4K or at at the very least 1440p? Would be epic to see some extra res whilst watching you guys every time we tune in :)
Sorry, our monitors are only 1080p
you still have to bake to get shadows from area lights? not so?
This scene is phenomenal, I was wondering if there's a tutorial for this?
Like I cannot find this anywhere xD
OMG I FOUND IT, it wasn't easy to find though....
Would you guys recommend for character artist to do renders for portfolios be in Marmoset or something like Eevee?
Eevee is very capable! Look at our latest Thanos video, that was rendered with eevee
And if you set density to negative values, you can subtract from the volume :)
That's pretty clever!
im having an issue with the volume... i want to have fog around a tower in my scene, but it clips as soon as im far away from it...
I have the viewport clipping and camera clipping turned up, and nothing else is clipping, any idea how to change the clipping?
Great stuff in here! Could you please provide a link to this whole tutorial on Eevee? (As mentioned at the beggining of this video)
maximum nice :D
clamping it get rid of the point light or any light in eevee is not the way i guess! the trick that i found out was to keep a very low power and increase the specular way too high to let it still affect all objects and not the volume because only the power affects volume.
This is from the premium Live stream you did few weeks ago right?
Yup!
Does this work in cycles?
how did you make the box
It's just a default cube
@@FlippedNormals and
All it does it create this tiny cube in the middle of my scene, no matter the size of the box I create, the volumetrics are always in a small cube.
I'm having same issue
It appears in low quality for me. Any ideas?
1 where is the link for the tutorial ? 2 can you export the fog as a separate passes when you paint on photoshop ? 3 could you show how you export render passes ( like material Id , clown passes ) ,things like that , i don't know if you can export in a psd
) thank you :)
There's no tutorial I think, then for the fog there are couple of ways to do what you want, like rendering the fog on a separate view layer and composite it in PS with your render, right now I don't remember if there's a "fog/smoke pass" exists, but not just in Blender, in all softs. Then you could check for material index pass (works for objects too) or cryptomatte, but I don't think it works in EEVEE right now, I might be wrong though.
@@Lanaur_ thanks for your answer , well i think in octane you can do it but i never tried ..yep i need to investigate , still learning blender :)
@@paulatreides6711 I don't know much about Octane, I couldn't tell, and also stay tuned for updates, they come quickly (Blender developers are completely crazy), maybe there will be something like this in EEVEE.
- The moment Ian Hubert is mentioned by industry gurus - #WhatIfIndieKnowledgeWasTrending?
wHY IS MY CUBE bLACK WHEN I APPLY THE VOLUME NODE?!
Where is the recent paintover tutorial? I'm having trouble finding it... :/
can't render it out though 0.0
volumetric help some of my boring scene when render
why does this look like a scene out of star wars, where someone discovers a sith temple on exegal
The model tho
Why on earth is’nt Chaos Group doing something like this!!! Get on it fast or get left behind
Vent... er i danskere?
Dansk og norsk 😊
As much as I appreciate you guys and Blender, can you please go back to more Maya stuff? There is tons of stuff in there you guys have not touched on like Xgen and MASH or even a deep dive into the hypershade. Stay safe friends
All in due time. We're currently working on things for xgen
699 likes and 69 comments, nice
This is awesome! For a while I've been toying with the idea of making a Diablo-style game for a while using WebGL. (Circa 2008?) Here's a really early prototype: rtce.randomer.net/
I also started writing a winged-edge (twinned-edge, actually) modelling program (also WebGL, after also partially writing the same thing in C, C++ and Java, heh.) w3dm.randomer.net/
Spanish xD