planet atmosphere with C4DtoA
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Hello,
I am finding it really hard to produce a planet atmosphere with Arnold when it was easy with C4D engine.
I tried to use a volume shader on a sphere, following the documentation tutorial for Maya, but it produces a hard edge which does not look like the falloff that we should see on the outer end of an atmosphere seen from space.
I tried to plug a ramp into the density so that the atmosphere gets thinner on the outside but it does not work.
SO now I am following this HtoA tutorial that does not use volume at all ans seems to produce good results.
https://docs.arnoldrenderer.com/display/A5ARNTUT/How+to+Render+a+Planet+Atmosphere
But I can't follow this instruction : create a FacingRatio and a Range shader. Connect the FacingRatio float to Range input and the Range rgb to Standard Surface transmission_depth.
Because it looks like you can't plug anything into depth in C4DtoA.
Or maybe does it translate another way in C4DtoA ?
Thanks for your help !
Francis