Hello,
I am finding it really hard to produce a planet atmosphere with Arnold when it was easy with C4D engine.
I tried to use a volume shader on a sphere, following the documentation tutorial for Maya, but it produces a hard edge which does not look like the falloff that we should see on the outer end of an atmosphere seen from space.
I tried to plug a ramp into the density so that the atmosphere gets thinner on the outside but it does not work.
SO now I am following this HtoA tutorial that does not use volume at all ans seems to produce good results.
https://docs.arnoldrenderer.com/display/A5ARNTUT/How+to+Render+a+Planet+Atmosphere
But I can't follow this instruction : create a FacingRatio and a Range shader. Connect the FacingRatio float to Range input and the Range rgb to Standard Surface transmission_depth.
Because it looks like you can't plug anything into depth in C4DtoA.
Or maybe does it translate another way in C4DtoA ?
Thanks for your help !
Francis
That seems to be a bug, Transmission Depth should be linkable. I'll fix this in the next release. Meanwhile you should be able to fix it locally by editing the plugins/C4DtoA/c4dtoa.mtd file. Look for this:
[attr transmission_depth] min FLOAT 0.0 softmax FLOAT 10.0 c4d.step FLOAT 0.1 c4d.gui_type INT 10 linkable BOOL false
and remove the line with the linkable flag.
JFYI, there is this tutorial too.
Thank you Lee, I tried it but unfortunately there is no falloff on the outer edge of the atmosphere which makes it look quite fake
Hello Peter,
Will it work if I send my scene with a shader using this bugfix to a farm ?
Or their Arnold is not going to be able to read my setup ?
Thanks !
Francis
It's not gonna work until the fix is released and the farm is updated to the new version.