I got it!
Assymmetry (g) was in key role in fog settings:
Most effective single setting, set the Diffuse multiplier to 0 for the distant light:
I got it!
Assymmetry (g) was in key role in fog settings:
Most effective single setting, set the Diffuse multiplier to 0 for the distant light:
Topic | Replies | Views | Activity | |
---|---|---|---|---|
RTX Realtime/PathTracing Settings | 6 | 1332 | February 22, 2022 | |
Creating a planet's atmosphere | 3 | 694 | January 4, 2023 | |
How to increace overall GI brightness? | 10 | 659 | October 5, 2021 | |
Get a light spot reflected from a mirror | 11 | 796 | March 14, 2023 | |
Problems with Height based fog | 12 | 578 | October 30, 2023 | |
Harsh shadows in Pathtracer with HDR | 5 | 841 | November 7, 2022 | |
Glass shader and shadows | 4 | 856 | April 12, 2021 | |
Pathtracing Lighting Too Bright - Do I need to re-light the scene? | 5 | 789 | March 31, 2021 | |
Light source visible through refraction (IRAY) | 1 | 599 | May 16, 2023 | |
Tutorial: Omniverse Rendering Engines & Managing Vram | 5 | 458 | October 2, 2024 |