Atmosphere Volume Pass and transparency

Atmosphere Volume Pass and transparency

hyperviktor
Enthusiast Enthusiast
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Atmosphere Volume Pass and transparency

hyperviktor
Enthusiast
Enthusiast

Anyone has a good tip for rendering atmosphere volume behind glass ?


My normal workflow is to render an atmosphere pass is to use a black override shader on the scene and just render the atmosphere on a separate layer and comp it - this works in most cases.



But what happens when there should be visible atmosphere behind glass object ? In this particular case I am trying to render a phone booth, so the street and atmosphere is visible both in front and behind - how do I get the right passes for comping ?

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madsd
Advisor
Advisor

First off, you need to enable Transmit AOV on the Arnold material.
Then set environment to solid color black.

This will show the volume behind the glass in the volume_direct AOV.

You then map the transmission slot on your glass with a noise or anything else, to create local alpha, where can it see it clearly, where can it not, like if you grease stamps, and other things going on the glass it self.


That does it for the volume behind the glass.

The volume in front you can interpritate as first ray hit scenario, and filter everything else out so you can comp it.

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davideghirelliLDPKX
Community Visitor
Community Visitor

why the hell is not possible to have a separate pass.. it so frustrating to not be able to separate atmosphere volume from emission pass. I don t get why they are not planning to make a pass of his own

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