Planetside Software Forums

General => Terragen Discussion => Topic started by: archonforest on December 25, 2014, 08:39:54 AM

Title: light scattering
Post by: archonforest on December 25, 2014, 08:39:54 AM
The light source is in the object and under the water. Whatever I do the light coming out like this in a square and flat. Can someone tell me how to handle this? The light should scatter around and in the water in 3D.
Title: Re: light scattering
Post by: j meyer on December 25, 2014, 12:22:30 PM
Can you provide a bit more info about your scene and model?
Title: Re: light scattering
Post by: WAS on December 25, 2014, 01:26:59 PM
Is this a light source you are using? I have had a lot of trouble with them. One thing I noticed, is for a secular glow they need insanely high parameters when it's a large object. Like my sun stuff Oshyan helped me with. In order to get a glow on planets you are talking radius*1000

Be careful, but if you did not know (not sure I just discovered it by accident xD), you can attempt those numbers by using formulas like 50*1000 instead of writing out a arbitrary number.
Title: Re: light scattering
Post by: bobbystahr on December 25, 2014, 03:50:17 PM
Quote from: archonforest on December 25, 2014, 08:39:54 AM
The light source is in the object and under the water. Whatever I do the light coming out like this in a square and flat. Can someone tell me how to handle this? The light should scatter around and in the water in 3D.


First off, under the water is nothing to bounce off. It only appears volumetric from the surface...I'll let others chime in now.
Title: Re: light scattering
Post by: archonforest on December 26, 2014, 02:46:57 AM
So to give more data, this is just a simple octahedron from TG and combined with a light source from TG under water.
Like if u have a light underwater (like in a pool or something) the light should go from the source in 3 dimension lightning up the water on the sides and under the object. This is the effect I try to create but the light on my render kinda flat. I tweaked the water shader back and forth but got nothing so far. Maybe TG is not really set-up for this kind of stuff...
Title: Re: light scattering
Post by: Tangled-Universe on December 26, 2014, 06:03:33 AM
Quote from: archonforest on December 26, 2014, 02:46:57 AM
Maybe TG is not really set-up for this kind of stuff...

Indeed, it isn't.
Title: Re: light scattering
Post by: archonforest on December 26, 2014, 08:23:39 AM
Quote from: Tangled-Universe on December 26, 2014, 06:03:33 AM
Quote from: archonforest on December 26, 2014, 02:46:57 AM
Maybe TG is not really set-up for this kind of stuff...

Indeed, it isn't.

Sad. But thx for the info.
Title: Re: light scattering
Post by: j meyer on December 26, 2014, 11:02:43 AM
Just out of curiosity,did you try with cast shadows off for the
octahedron? Did you try luminosity?
You won't get volumetric effects,but maybe a nicer result.
Title: Re: light scattering
Post by: Dune on December 27, 2014, 04:18:24 AM
I wouldn't know what the problem is. Light source @0.2, rock a bit bigger (luminous indeed), same place, normal water @1m. May not be perfect but it shouldn't be all black at least.
Title: Re: light scattering
Post by: archonforest on December 27, 2014, 06:39:36 AM
Quote from: j meyer on December 26, 2014, 11:02:43 AM
Just out of curiosity,did you try with cast shadows off for the
octahedron? Did you try luminosity?
You won't get volumetric effects,but maybe a nicer result.
Yes, trying them and getting better results than before. I also realized that I messed up the first file pretty much and that was the reason for the funny glow.
Title: Re: light scattering
Post by: archonforest on December 27, 2014, 06:40:19 AM
Quote from: Dune on December 27, 2014, 04:18:24 AM
I wouldn't know what the problem is. Light source @0.2, rock a bit bigger (luminous indeed), same place, normal water @1m. May not be perfect but it shouldn't be all black at least.
Thx :)
Getting similar results like yours now. :D