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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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how to separate AOVs for emission shader and aiAtmosphereVolume

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Message 1 of 4
Anonymous
5073 Views, 3 Replies

how to separate AOVs for emission shader and aiAtmosphereVolume

Using MTOA 5.0.1 with Maya 2017

Will there be a fix for either issue: per light AOV for aiAtmosphereVolume or an other way to separate aiAtmosphereVolume from emission shaders in an emission AOV??

or does someone have an idea about how to prevent emission AOVs from combining emitting shaders from being incorporated in the emission AOV so that the atmosphere volume effect can be comped on its own?

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Message 2 of 4
Stephen.Blair
in reply to: Anonymous

Instead of using atmosphere, a workaround is to use a large volume box/sphere with the standard_volume shader instead.

atmosphere is still using an old volume system, and has to be updated.



// Stephen Blair
// Arnold Renderer Support
Message 3 of 4
Anonymous
in reply to: Anonymous

@Stephen Blair Thanks Stephen. I was starting to look into this but haven't found much information/tutorials about this. I'm trying your suggestions but can't get result.I wanted to create a subtle "god ray" effect coming through windows and doors for an interior set. Do you know if render times are more than using aiAtmosphereVolume if I can actually get this method to work?

Message 4 of 4
Stephen.Blair
in reply to: Anonymous

I haven't tried it myself, but one of the devs told me

I would expect it to be in the same ballpark with similar settings, but it won't be exactly the same. Standard volume has smarter sampling which might be a little slower but can also reduce noise, and also supports things like indirect volume bounces which can be noisy but don't need to be used of course.



// Stephen Blair
// Arnold Renderer Support

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