Hi,
After reading this post about specks in the atmosphere from a light source:
http://www.planetside.co.uk/forums/index.php/topic,16690.msg163060.html#msg163060I thought I'd try using a small, localized cumulus cloud layer to get a "halo" effect around a torch object & light source. I achieved some fairly decent results:
[attach=1]
The problem is that when I go to do the final render, the progress grinds to a near halt when it reaches the area of the halo. I left it running overnight, and it was still struggling through that one halo. In fact, I couldn't even tell if it had made any progress at all. It blazed through the sky part of the render in no time, so I know it's not just the render settings.
To be fair, the scene is complex, with lots of objects and the sun low on the horizon to the left, not to mention a water shader beneath the bridge. (Wave scale is at 3 to depict a rough mountain river; I did a cropped, lower-quality render with the water shader turned off for the above example.) I also tried setting the water shader transparency to 0, but it didn't seem to have much effect. I'm also not sure the problem's caused by that or even the "atmosphere halo" shader itself, as the immediate area has all those objects (torch, bridge, horse, etc).
I'm kinda stumped, so I thought I'd post the parameters of the atmosphere shader, the light source, and the render itself. Maybe this scene is too ambitious, but I'm hoping some of you more experienced users can spot something out of whack. Basically, I'm looking for the minimum settings to get a nice halo effect like above yet still finish before the next Mayan calender recycles.
Low level Cumulus shader settings (only those changed from default):Main tab:
- Cloud depth: 4
- Localized: checked
- Radius: 2
- Falloff: 0.1
- No density shader
- Edge Sharpness: 0.4
- Cloud density: 0.001
Lighting:
- Light propogation mix: 0.125
Quality tab:
- Quality: 0.6
- Sample jitter: 0.5
- Ray fuzziness 0.2
Optimization tab:Light source settings:
- Source radius: 0.1
- Strength: 20
- Max distance: 20
- Cast shadows: checked
- Shadows of surfaces: checked
- Shadows of atmosphere: unchecked
- Soft shadows: checked
- Soft shadow samples: 9
- Glow in atmosphere: checked
- Specular highlights: unchecked
- Visible Object: unchecked
Render settings:
- 3840 x 2160
- Detail: 0.7
- AA: 5
- Ray trace objects
- Defer atmo/cloud
- GI settings: 2/2/8 with supersample prepass, but GI detail OFF
- Anti-aliasing bloom off (was getting wierd dots on water)
Any help is greatly appreciated. Thanks,
Ed