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By bsperan - 12 Years Ago
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Back in 2010 I started the Crepuscular Rays & Sun Shaft Rays Shader thread in the Wishful Features area, asking if this was planned for iClone 5:
bsperan (9/14/2010)
I see on the HDR Video Effects page that iClone 4 features some pretty advanced HDR and shader effects, like bloom and glare. However, is there support for Crepuscular Rays, also called "Sun Rays"?  An example of this type of shader in a game can be seen in this video of a user-created plugin for Morrowind:
Paumanok West did point out how (to a limited extent) this can be emulated with light cones.
However, strategically placing a number of light cones around a scene to get the same effect could become difficult and time consuming, depending on the complexity. And Dreamcube017 wrote that, "...while this is possible, it just seems like a work around simply because we can't do it."
Now I hear about beta testing for iClone 6, suggesting that we may see 6 before long. So I will ask again:
Is this feature planned for iClone 6? :unsure:
And if the answer is still no, have you discussed the possibility of adding it to iClone 7? :hehe:
Seriously, this is a powerful effect for adding realism to animation. And 3d animation and rendering software have begun to adapt this technique.
The Unreal engine has had this since 2010. Back in May of 2010 (several months prior to my earlier post), DAZ 3D released Carrara 8.0, which included "God rays and barn door lighting & effects." And, of course, Bryce software has had God Rays for years. Also, for a couple years now, a 3rd party addon has been available called "Atmospheric Effects Cameras for DAZ Studio".
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By planetstardragon - 12 Years Ago
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could very well happen now with dx 11 !! :w00t:
( sony and hit film do have very nice rays too! )
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By mark - 12 Years Ago
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YES...volumetric lighting would be SWEET!!!!:P:P:P:P
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By Sifr - 12 Years Ago
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This one looks even better god-rays in technicolor lol http://www.siliconstudio.co.jp/middleware/yebis/en/
Plus Substance integration http://www.allegorithmic.com/tutorials/substance-designer-4-post-effects-yebis-2
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By Cricky - 12 Years Ago
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Produced only as a Demo of the RL Sunbeam 4 the forum. Available in the Total Plants Biosphere Collection from Reallusion.
It may be available separately, as the items actual name in the package is " C188A Sun Beam " from the Reallusion Content Store.
It takes a bit of scene light manipulation, but overall for a single prop, it does O.K.. Only (1) one light with Self-Cast Shadow was used in this demo.
http://youtu.be/-iWHS7U39nE
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By bsperan - 12 Years Ago
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So far, I see 4 others responding. But while not everyone is being clear on whether they are for or against this suggestion, it seems a bit odd that there are only 2 votes in the poll... :doze:
I have to wonder, though: How long until Moviestorm supports god rays? I've never used it before. But, judging by their release notes, it looks like they've been trying to catch up with iClone. For a while now they've been adding new features like rendering in stereoscopic 3D, cel-shading, improved shadow casting, and improved light shaders. Perhaps they'll manage to skip ahead of the pack with a feature or two?
Cricky (6/7/2014)
Produced only as a Demo of the RL Sunbeam 4 the forum. Available in the Total Plants Biosphere Collection from Reallusion. It may be available separately, as the items actual name in the package is " C188A Sun Beam " from the Reallusion Content Store. It takes a bit of scene light manipulation, but overall for a single prop, it does O.K.. Only (1) one light with Self-Cast Shadow was used in this demo.
Would that be similar to these God Ray props?
http://youtu.be/DnpYMQ0tOag
Not too bad, I suppose. But real God Rays rendered with the engine have so much more potential. And realism.
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By planetstardragon - 12 Years Ago
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I think the general consensus would be, as long as it doesn't slow down the real time - which is the essence of iclone. :)
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By justaviking - 12 Years Ago
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I agree with PlanetStarDragon's earlier statement. I think this will be a "natural" result of supporting DX11. Why? Volumetric lighting. . So how would I respond to the poll? Do I want this to be added as an actual "object" for feature in iClone? No. Do I think it would be good to be able to create this effect? Yes. If the DX11 support is what I hope and expect it to be, you would add some fog and add a light source. Then in a booming voice you say, "Let there be light" and the God Rays appear.
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By Cricky - 12 Years Ago
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SUB-Quote I have to wonder, though: How long until Moviestorm supports god rays? I've never used it before. But, judging by their release notes, it looks like they've been trying to catch up with iClone.
The only thing Catchup is good for is 'taters.. :D
But on a serious note, with a little bit of work light rays or "God-Rays" can be simulated. In real life they don't actually move that fast. It takes about 15-16 hours for the Sun to cross the sky, so the amount of actual motion is limited except by tree shadows, etc.
iClone can get a bit bloated, if all wishes came true. Let's hope most rely on the ability to go beyond what is available in front of them and find a solution using what you have, and also a bit of post editing, which most do anyway. Corel even has a God Ray plug-in for their Editor, and has for years now.
bsperan (6/11/2014)
So far, I see 4 others responding. But while not everyone is being clear on whether they are for or against this suggestion, it seems a bit odd that there are only 2 votes in the poll... :doze: I have to wonder, though: How long until Moviestorm supports god rays? I've never used it before. But, judging by their release notes, it looks like they've been trying to catch up with iClone. For a while now they've been adding new features like rendering in stereoscopic 3D, cel-shading, improved shadow casting, and improved light shaders. Perhaps they'll manage to skip ahead of the pack with a feature or two? Cricky (6/7/2014)
Produced only as a Demo of the RL Sunbeam 4 the forum. Available in the Total Plants Biosphere Collection from Reallusion. It may be available separately, as the items actual name in the package is " C188A Sun Beam " from the Reallusion Content Store. It takes a bit of scene light manipulation, but overall for a single prop, it does O.K.. Only (1) one light with Self-Cast Shadow was used in this demo. Would that be similar to these God Ray props? http://youtu.be/DnpYMQ0tOagNot too bad, I suppose. But real God Rays rendered with the engine have so much more potential. And realism. [/quote][quote]
...and yes that is similar to the video you linked to. I also did that video years ago. The same principles apply.
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By Sifr - 12 Years Ago
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Cricky (6/7/2014)
Produced only as a Demo of the RL Sunbeam 4 the forum. Available in the Total Plants Biosphere Collection from Reallusion. It may be available separately, as the items actual name in the package is " C188A Sun Beam " from the Reallusion Content Store. It takes a bit of scene light manipulation, but overall for a single prop, it does O.K.. Only (1) one light with Self-Cast Shadow was used in this demo. http://youtu.be/-iWHS7U39nE
Ok, now let's try moving the camera around the scene and watch the illusion quickly fade. Volumetrics need to be applied to get true godrays.
And in general I'm so tired of all this talk about adding more features to iClone slowing it down, firstly with iClone the code can constantly be optimized to run more efficient on MODERN Gpu's, a lot of DX11 features like smoothing and tessellation will solve this. Basically if your concerned about slow down, pony up the cash for a new gpu, cpu, memory, ect. to accommodate the newly added tools & feature set. Realtime graphics are the most computationally taxing processes a computer will encounter, you can't expect Xbox One graphics on a original Xbox, any software advancements added to iClone inherently requires updated hardware as well, it is the nature of tech innovation, more complex hardware= more complex software & vise verse.
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By planetstardragon - 12 Years Ago
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to be honest, i'm personally not worried about a computer slow down, about the most i may have to do is upgrade my video card - if even that......
but i'm keeping concerned for the overall company product - Iclone is the perfect entry software for a new comer, but also brilliantly designed to be expandable to use in a professional work space.
That said, bloating it would only shave away at home hobbyist consumers, and not be enough for professionals ...so imo - there has to be a sweet spot.
On the expandable part, if it is going to consume pro level resources, then it should be sold as a plug in ...and not part of the base software.
while I agree with you on performance, I also love noobs with slower computers <3
imo - iclones strongest feature should be going from zero to top speed in record time. ( top speed being more expensive with the concept of moving as fast as your slowest part )
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By justaviking - 12 Years Ago
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Continuing the drift into a "performance" conversation, I also agree... Most of this is addressable by: a) A better GPU, and b) Lower quality settings for interactive work, and the ability to "turn everything on" for final rendering which can proceed more slowly. I'm more concerned about: Stability, quality of the final output, and ease of use. (And price too.)
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By bsperan - 12 Years Ago
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planetstardragon (6112014) I think the general consensus would be, as long as it doesn't slow down the real time - which is the essence of iclone. )
I'm not sure I follow. How would the availability of such features impact all users if they don't even use them?
Any arguments about "feature bloat" slowing down iClone should take these points into consideration:
1) Reallusion seems quite aware of their customer base. And, from what I've seen, they've done a pretty good job of keeping iClone's performance and system requirements reasonable for most people.
2) Perhaps you don't have any interest in using would-be features like God Rays or Motion Blur in your work. Or, maybe only for a special project. But if you don't intend to use such features, then how can it impact your iClone performance or experience? I'd think one would have to intentionally try to use something like that for it to push your PC or graphics card harder.
3) The render quality and shader options gives a lot of control over the types and amount of graphics effects to be used in the output, which allows a lot of adjustment to performance and rendering time. It even automatically detects what your graphics card supports and adjusts options accordingly. I'd be very surprised if iClone 6 lacks a toggle or adjustment for volumetric lighting (if it, indeed, supports it).
4) Several years ago, some of these same arguments (such as feature bloat) were used against features like stereoscopic 3D and cel-shading, back before iClone added such. In your opinion, has their inclusion bloated iClone? Has it had a negative impact on performance?
justaviking (6/11/2014) {snip}...Volumetric lighting.
So how would I respond to the poll?
Do I want this to be added as an actual "object" for feature in iClone?
No.
Do I think it would be good to be able to create this effect? Yes.
To clarify: Are you saying that, while God Rays might be 'nice', it's not nice enough to ask for it specifically? Rather, you're confident that God Rays will be a natural side-effect of volumetric lighting support (which you are also confident iClone 6 will get), so why bother?
justaviking (6/11/2014) I agree with PlanetStarDragon's earlier statement. I think this will be a "natural" result of supporting DX11.
I'll admit: It would be 'nice' for iClone to support DX11 and get volumetric lighting.
Sifr (6/11/2014) And in general I'm so tired of all this talk about adding more features to iClone slowing it down, firstly with iClone the code can constantly be optimized to run more efficient on MODERN Gpu's, a lot of DX11 features like smoothing and tessellation will solve this. Basically if your concerned about slow down, pony up the cash for a new gpu, cpu, memory, ect...
justaviking (6/11/2014) Most of this is addressable by: a) A better GPU, and b) Lower quality settings for interactive work, and the ability to "turn everything on" for final rendering which can proceed more slowly.
Exactly. We should expect that each succeeding generation of iClone to require somewhat better hardware to run optimally. To expect otherwise is unrealistic. That's the way it is with games and a lot of other software.
Frankly, I'll be disappointed in Reallusion if their new iClone 6 or iClone 7 isn't packed with a bunch of enticing new features. If it's not enticing enough, I will most certainly skip an upgrade cycle and stick with what I have. And I'm sure I'm not alone in that.
justaviking (6/11/2014) I'm more concerned about: Stability, quality of the final output, and ease of use. (And price too.)
Software stability comes from a lot of testing, debugging, and, if necessary, patches. Though, it is possible for a new feature (like DirectX 11 support) to cause glitches or even crashes with certain hardware configurations (like certain video cards and drivers) or operating systems. (A lot of folks still seem to have mixed feelings over Win 8.)
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By planetstardragon - 12 Years Ago
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i'd rather have a strong pipeline option to render in a software that specializes in those features, than have them slow iclone down. in fact after the last post, I tested the rays in hit film and they looked great.
Don't get me wrong, it would be great to have those features, but if you slow down performance speed, you eliminate the main reason I use iclone.
so if those features can be added without harming iclone, great, if not , hitfilm, sony and a few other softwares do great lighting effects also.
don't add stuff that's going to slow down the software when you can easily add it in compositing. We can't add physics or softcloth in video compositing, so lets get all the stuff we can't do elsewhere first.
I'm not saying I don't want it, I'm saying if I had to compromise speed to have it, then leave it out. I can do it somewhere else.
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By justaviking - 12 Years Ago
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bsperan (6/12/2014)
To clarify: Are you saying that, while God Rays might be 'nice', it's not nice enough to ask for it specifically? Rather, you're confident that God Rays will be a natural side-effect of volumetric lighting support (which you are also confident iClone 6 will get), so why bother?
justaviking (6/11/2014) I agree with PlanetStarDragon's earlier statement. I think this will be a "natural" result of supporting DX11.I'll admit: It would be 'nice' for iClone to support DX11 and get volumetric lighting. Yes, I am confident (though I don't have any insider knowledge) that this will be a "natural" effect of the DX11 support. They have stated their fog is being completely re-worked. Same with their lighting. If you have "DX11 fog" for lack of a better term, and shine a light through it, you should get your God Rays. Thus I see no need for a "God Ray feature" to be added. But that's all based on an assumption.
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By Sifr - 12 Years Ago
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planetstardragon (6/11/2014)
but i'm keeping concerned for the overall company product - Iclone is the perfect entry software for a new comer, but also brilliantly designed to be expandable to use in a professional work space.
That said, bloating it would only shave away at home hobbyist consumers, and not be enough for professionals ...so imo - there has to be a sweet spot.
On the expandable part, if it is going to consume pro level resources, then it should be sold as a plug in ...and not part of the base software.
while I agree with you on performance, I also love noobs with slower computers <3
I do believe this discussion is the expansion part you mention, the part of iClone designed for "new comers" has been there since day one and will always be there, the "pro" part you refer to is constantly improved upon since, so the resources will continue to be resources improved upon for professional caliber workflows in a new comer package for example.....
justaviking (6/12/2014) They have stated their fog is being completely re-worked. Same with their lighting.
If you have "DX11 fog" for lack of a better term, and shine a light through it, you should get your God Rays. Thus I see no need for a "God Ray feature" to be added.
But that's all based on an assumption.
Here he explains the god ray creation process in a bunch of pro workflow concept terms, for the fifty-eleventh time, and it can be even more technical, but to a new comer he may have no idea how to recreate this effect... too complex. Now it would be great to have a god ray button... the easy button for the home hobbyist consumer, who by the way may play consumer games on pro hardware just for fps. on max benchmark kicks.
But that's all based on an assumption.
planetstardragon (6/12/2014) i'd rather have a strong pipeline option to render in a software that specializes in those features, than have them slow iclone down. in fact after the last post, I tested the rays in hit film and they looked great.
Don't get me wrong, it would be great to have those features, but if you slow down performance speed, you eliminate the main reason I use iclone.
so if those features can be added without harming iclone, great, if not , hitfilm, sony and a few other softwares do great lighting effects also.
don't add stuff that's going to slow down the software when you can easily add it in compositing. We can't add physics or softcloth in video compositing, so lets get all the stuff we can't do elsewhere first.
I'm not saying I don't want it, I'm saying if I had to compromise speed to have it, then leave it out. I can do it somewhere else.
There is lighting features in iClone already correct? What harm is it seeing how great rays look in iClone in "post", which by the way is a feature in iClone as well. Camera and lighting makes or breaks a shot point blank, and perceived quality is enhanced as well which is why you seek alternative "specialized" programs. Yebis is specialized middleware that can be integrated to enhance the already available features in iClone, like Human-IK middleware which is now integrated in iClone by the way. Did you notice a performance hit from that? probably not. Can you imagine iClone without Human-IK? probably not anymore, what specialized software did you use to solve the Human-IK issue previous to iClone integration?.... see where I'm going.
I don't feel this is "bloat" when things like better physics and cloth sim have already been confirmed additions(out of the way issues you don't have to do somewhere else now... hopefully) So what makes suggesting unconfirmed features that you obviously feel are lacking in iClone "bloat" when it is specifically designed to give you the output you desire in iClone post. And if these other programs you mention cost the price of an iClone upgrade it's a no brainer, besides, a new comer would rather learn new features in a familiar, user friendly ui environment like iClone, than to learn new features in new, unfamiliar, more difficult to use ui environment, like Hitfilm or Sony, I'm sure. In a nut shell, the time spent having to use two programs, especially if one has a steeper learning curve than iClone, long run, may be a performance hit in itself, when it can all be as simple as "god-ray button" or as complex as light+fog=godray or even more complex.... but from with in iClone.... for noobs, of course. ;) :w00t:
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By planetstardragon - 12 Years Ago
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I created another request thread, simply asking for options to be able to turn things off / on to conserve resources.
Honestly, i love all the ideas you are bringing up, I just dread things becoming time consuming, especially when I'm not using any advanced options.
Imo - to avoid the bloat syndrome I always speak of... the creative workflow should be the biggest focus - that said, anything that takes up resources which in turn slows down rendering or real time - should be somewhat modular - where I can disconnect it when I'm not using it. Not hard wired into my workflow or system resources. I don't want to hear, "but that's just how it works" because it doesn't have to work that way. create, then polish, in that order.
but if you know me, I do in fact want everything, I'm biting my tongue of all the things I really wish i had in iclone ...for the sake of not sitting down and twiddling my thumb waiting for iclone to take 5 minutes to do what it use to take 30 seconds.
Another motive that is making me say that ...is I've been noticing iclone getting a little slower with every new release - like with this release and 3DX5 - it takes way longer to load up things - those time increases have to stop .....and things have to start being modular so simple tasks don't take forever. If i want to add God rays or motion blurs to my scene ....then allow me the option to add them last - so they don't bog me down when I'm not using them.
it would be silly to compete vs c4d, modo, autodesk in quality and features ...
but it would be pure pwnage if we focused on keeping the ability to make scenes blazing fast to cater to artists ...not techies. - especially if we had a tight pipeline to an "industry Standard" software for advanced render options...- all the major softwares would have to completely rebuild their software and UI just to compete with us on that level.
so I guess the real issue I'm pointing at is not what they implement, but how they implement it.
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By planetstardragon - 12 Years Ago
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it's one thing to say - ok, I'm finished with my idea ....it's time to render - so turn on the rays and motion blur ....and set it to render while we go to dinner...
it's quite another to say - OMG - it's taking over 1/2 hour to load up my project and I'm going to lose inspiration and my ideas by the time iclone recalculates all the lighting :crazy:
the techies don't care, they don't have any original ideas they might forget and they are charging their clients by the hour! techies don't have moments of inspiration, they have coffee! rofl :p "Look man, I'm not writing your movie for you, just tell me what you want and pay my rate...thanks!"
techies are the zombies of entertainment!! They get paid very good money to not have an original idea and do things by the book! - then you have the day vampires....those are the guys who are technically inclined artists, they don't do things by the book! Then of course you have the regular vampires, all artists that are scared of computers and hire an army of zombies to do their will. :alien:
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By justaviking - 12 Years Ago
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Sifr (6/13/2014)
justaviking (6/12/2014) They have stated their fog is being completely re-worked. Same with their lighting.
If you have "DX11 fog" for lack of a better term, and shine a light through it, you should get your God Rays. Thus I see no need for a "God Ray feature" to be added.
But that's all based on an assumption.Here he explains the god ray creation process in a bunch of pro workflow concept terms, for the fifty-eleventh time, and it can be even more technical, but to a new comer he may have no idea how to recreate this effect... too complex. Now it would be great to have a god ray button... the easy button for the home hobbyist consumer, who by the way may play consumer games on pro hardware just for fps. on max benchmark kicks. But that's all based on an assumption. . In non-technical terms, to create "God rays": - Add fog
- Shine light through it
. That's based on my assumption of technical stuff like volumetric lighting support, courtesy of implementing DX11. .
. What might be nice would be to have some pre-defined fog settings, like: - Heavy morning mist
- Dusty attic
- Bejing Smog
- Meadow God rays
- Smoke screen
- Belching smokestack
You could pick a pre-defined setting, and fine-tune the settings if you want. Actually, I like this idea. The should do the same with lighting: - Noon sun
- Dawn/Dusk sun
- Desk lamp
- Flourescent lights
- Candle
- Flashlight
- Television glow
- Fireplace or campfire
- Streetlamp
Give us a dozen or twenty distinctively different lights to pick from, and allow us to then modify the brigtness, range, color, angle, and other details. Lastly, for both lights and fog, allow us to easily SAVE our custom settings for use in other projects. .
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By animagic - 12 Years Ago
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justaviking (6/13/2014) Lastly, for both lights and fog, allow us to easily SAVE our custom settings for use in other projects.Currently, saving an Atmosphere saves lighting, fog, HDR settings, etc. These can then be reused in another project. Caveat: positional lighting (spotlights, point lights) will end up in the same location in the new scene, which may not be where you want them.
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By justaviking - 12 Years Ago
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animagic (6/14/2014)
justaviking (6/13/2014) Lastly, for both lights and fog, allow us to easily SAVE our custom settings for use in other projects.Currently, saving an Atmosphere saves lighting, fog, HDR settings, etc. These can then be reused in another project. Caveat: positional lighting (spotlights, point lights) will end up in the same location in the new scene, which may not be where you want them. Thanks, Job. I was thinking about that while typing. I also could see a use for saving some individual things almost like you would a prop, too. Sort of a "My favorite fog" setting that's independent from all the other things contained in "Atmosphere." Excellent point, though. Thanks for the reminder.
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By Sifr - 12 Years Ago
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justaviking (6/13/2014) Sifr (6/13/2014)
justaviking (6/12/2014) They have stated their fog is being completely re-worked. Same with their lighting.
If you have "DX11 fog" for lack of a better term, and shine a light through it, you should get your God Rays. Thus I see no need for a "God Ray feature" to be added.
But that's all based on an assumption.Here he explains the god ray creation process in a bunch of pro workflow concept terms, for the fifty-eleventh time, and it can be even more technical, but to a new comer he may have no idea how to recreate this effect... too complex. Now it would be great to have a god ray button... the easy button for the home hobbyist consumer, who by the way may play consumer games on pro hardware just for fps. on max benchmark kicks. But that's all based on an assumption. . In non-technical terms, to create "God rays":- Add fog
- Shine light through it
. That's based on my assumption of technical stuff like volumetric lighting support, courtesy of implementing DX11. .
. What might be nice would be to have some pre-defined fog settings, like: - Heavy morning mist
- Dusty attic
- Bejing Smog
- Meadow God rays
- Smoke screen
- Belching smokestack
You could pick a pre-defined setting, and fine-tune the settings if you want. Actually, I like this idea. The should do the same with lighting: - Noon sun
- Dawn/Dusk sun
- Desk lamp
- Flourescent lights
- Candle
- Flashlight
- Television glow
- Fireplace or campfire
- Streetlamp
Give us a dozen or twenty distinctively different lights to pick from, and allow us to then modify the brigtness, range, color, angle, and other details. Lastly, for both lights and fog, allow us to easily SAVE our custom settings for use in other projects. .
Exactly.... & it's called Yebis middleware.... I think? I hope!!:w00t::hehe:
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By Dreamcube017 - 12 Years Ago
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Hey I was mentioned!! KUPO!!!
(Kupo is a sound the creature in my avitar makes)
Anyhow, two things.
1. Screenspace light shafts have been around for some years now so there should be no reason it slows down the computer unless the computer's kind of old. Unity can do it, Unreal can do it, CryEngine can do it, everything can do it. You don't need DX11 to do it. It's a post proccessing shader effect. Just like the toon shader and the HDR shaders are.
HOWEVER
2. That is NOT true volumetric lighting which I've not seen in a realtime rendering engine yet. Yes it looks good, but as soon as you point the camera away from the lightsource or the lightsource is no longer in view of the camera, the rays go away. In most cases, this is no big deal, but in some you'll want the rays to be there. I think a combination of screen space light shafts and light shaft props would work really well together.
There are only two GPU powered engines I've seen full volumetric fog and lighting in and that's Cycles and Octane. (Please let Octane be a plugin for iClone as an offline renderer)... anyhow...
I have seen some VERY RECENT games ( I don't think they're even out yet) that can light particles and I have seen light shafts done in MachStudio Pro (anyone remember that lol)
But that's pretty new tech (and I think MachStudio was doing a screen space thing and if they werent, it was taxing on the graphics card)
So then for the moment, screen space light shfts would work just fine for the most part.
Ya know, I don't know why there aren't more post shader effects in iClone.
RL, why aren't there anymore. You know they'd be widely appreciated.
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By Dreamcube017 - 12 Years Ago
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Double posting because I missed an entire page.
Ok to the entire thing about bloat features and all that stuff... Firstly, what is iClone.
Correct me if I'm wrong, but iClone is a REALTIME ANIMATION and RENDERING program.
So, phyics, rigid and cloth... ANIMATING a character with IK would be great with that. Sun shafts and dynamic fog... RENDERING... that fits.
Now let's say they added something like... polygonal extrusion... uh... what? That's more of a modeling thing. Even if they added simple modeling features into iClone, that'd be odd because it's NOT a modeling program. Why do you think all the more complex rigging stuff is in 3DX and NOT iCLone. That's more of a rigging thing than an animating thing.
Now a duplication and cloning tool that's animatible would e good because it can be used to quickly set up a scene.
REALTIME ANIMATION and RENDERING.
Now I have to agree with SPD that an option to turn God Rays off would be good. Same for Motion Blur and stuff. I feel like all that stuff will either be in the Atmosphere or Effects section which you can easily turn the things in there on and off, so that will be granted already.
Also, to whoever said "We're getting DX11, so we'll automatically have God Rays." ... that really doesn't mean that.
We have DX9 now but there are a TON of things that DX9 can do that iCLone isn't doing, an example being *gasp* a light shafts post proccessing effect!
If we have true volumetric fog in iC6, I will upgrade instantaniously.
But we'll have to see. The next vdeo is going to be on dynamic textures... what's that mean? No flappin' clue, but we'll find out and I'm sure we'll be pleased.
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