pixelated smoke on hiress

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I am using h12 and when I increase the resolution of pyro smoke by decreasing the Division Size (0.05) of the container, in the renderings the smoke is pixelated as you can see on the attached image. I dont have change much from the default shelf setup (billowy smoke). What I am doing wrong? Also I have attached the hip file.

Attachments:
dust.hipnc (1.0 MB)
smoke.jpg (50.7 KB)

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I thing it's a filtering problem; Did you try to switch your filter type on the import_pyro_build node with blackman filter ?
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If you are referring to those bandings,

- Decreasing the Volume Step Size on your Mantra ROP
- Change Volume Filter to Gaussian (import_pyro_build geo > Render Tab > Shading Tab)

Increase the Pixel Samples, Ray Samples and Sampling Quality (env_light) will help eliminate the noise, gotta play around with the numbers to see what gives you quality render at reasonable render time, have funn!

eitht.
Edited by - April 28, 2012 00:24:14

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smoke_gauss_vss.png (344.8 KB)

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nikoDan
I thing it's a filtering problem; Did you try to switch your filter type on the import_pyro_build node with blackman filter ?

yes I did, it gets a bit better but still it look like sliced. It seems that has something to do with the shaders. I have attached image of another example, billowy smoke default setup with division size 0.05.

Attachments:
basic_balckman.jpg (70.4 KB)
basic_boxfilter.jpg (71.1 KB)
noshader_boxfilter.jpg (72.4 KB)

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thanks guys, it seems the volume filter has the most important role in this. Gaussian has the smoothest result and Blacman is the middle of Gaussian and Box Filter. But based on Andrew Clinton's tutorial https://vimeo.com/40300224 [vimeo.com] the new default boxfilter is the best choice of hiress fluids.
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probably I have to start a new topic but in the files I have attached, smoke is emitted from points scattered on the interior faces on the fractured geometry in order to simulate the dust effect. By default the smoke is very thick, as a smoke should be but not a dust. How can I have more transparent, less density smoke. This can be controlled only from the shader?
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i9089303
probably I have to start a new topic but in the files I have attached, smoke is emitted from points scattered on the interior faces on the fractured geometry in order to simulate the dust effect. By default the smoke is very thick, as a smoke should be but not a dust. How can I have more transparent, less density smoke. This can be controlled only from the shader?

Yes could change the smoke and shadow density into the shader.
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