GOATED, I love your videos. I have to lot to learn about geometry nodes, but you are a GREAT tutor. Thank you!
@WallyMahar21 күн бұрын
Why doesn't it affect it directly? 4o says(true or not?) Ambient occlusion (AO) doesn't directly affect smoke volumes because AO is a technique designed to approximate how ambient light interacts with surfaces, particularly in crevices and where objects are close together. AO calculates shading based on the proximity of geometry, which works well for solid surfaces but not for volumetric effects like smoke.Smoke and other volumetric effects are inherently different because they involve particles suspended in a medium, interacting with light in complex ways. Volumetric lighting deals with how light is scattered, absorbed, and emitted within a volume, requiring a different approach:Volume Scatter: Simulates how light is scattered as it passes through the volume, creating a realistic diffusion effect.Volume Absorption: Simulates how light is absorbed by the particles in the volume, affecting the density and color of the smoke.Emission: Adds light emitted from within the volume, useful for effects like fire or glowing smoke.These effects require more sophisticated calculations than what AO provides, hence AO is not used for volumetrics. To achieve realistic smoke effects, focus on using volumetric shaders and lighting setups that account for the physical properties of smoke
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Thanks man GREAT ! Your understanding is divine
Really appreciate your work my guru 😊
So useful!
GOATED, I love your videos. I have to lot to learn about geometry nodes, but you are a GREAT tutor. Thank you!
Why doesn't it affect it directly? 4o says(true or not?) Ambient occlusion (AO) doesn't directly affect smoke volumes because AO is a technique designed to approximate how ambient light interacts with surfaces, particularly in crevices and where objects are close together. AO calculates shading based on the proximity of geometry, which works well for solid surfaces but not for volumetric effects like smoke.Smoke and other volumetric effects are inherently different because they involve particles suspended in a medium, interacting with light in complex ways. Volumetric lighting deals with how light is scattered, absorbed, and emitted within a volume, requiring a different approach:Volume Scatter: Simulates how light is scattered as it passes through the volume, creating a realistic diffusion effect.Volume Absorption: Simulates how light is absorbed by the particles in the volume, affecting the density and color of the smoke.Emission: Adds light emitted from within the volume, useful for effects like fire or glowing smoke.These effects require more sophisticated calculations than what AO provides, hence AO is not used for volumetrics. To achieve realistic smoke effects, focus on using volumetric shaders and lighting setups that account for the physical properties of smoke
hey man, how did you get the quick smoke domain?
wtf is Simulation-Nodes