I made this cool sim with PBD but now I need to transform those particles into volumes as explained in the masterclass here around 47:42
https://vimeo.com/142534638 [vimeo.com]
I cannot figure out how? He did this. any help?
Bests,
Nico.
snow from sand.... help needed
4025 4 1- Nicolas Heluani
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- Nicolas Heluani
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- jsmack
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That is a warning, you can normally ignore it. Uniform volume is the wrong material to use for actual density volumes such as vdb. A standard volume shader such as ‘volumeshadercore’ will work. Uniform volume is a fake volume for use with surfaces (polygons or particles as spheres.) Connecting the vdb from particles into the volume rasterize particles is redundant. You only need to rasterize once. Use a vdb sop to create an empty vdb, and connect that to the volume rasterize particles.
- Nicolas Heluani
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jsmack
That is a warning, you can normally ignore it. Uniform volume is the wrong material to use for actual density volumes such as vdb. A standard volume shader such as ‘volumeshadercore’ will work. Uniform volume is a fake volume for use with surfaces (polygons or particles as spheres.) Connecting the vdb from particles into the volume rasterize particles is redundant. You only need to rasterize once. Use a vdb sop to create an empty vdb, and connect that to the volume rasterize particles.
Thank you for the help…
I was getting nervous because is my first time rendering volumes in mantra and I thought the error was something to recon. I eventually ended up using a mantra attribute in the geometry that interpret the obj as a uniform volume and render it directly like that without any transformation to VDB. I am interested in actually transforming my particles to VDB for future projects and maybe for other renderers, So your help is really appreciated. I will test it as soon as I am out of this insane deadline. thanks again
- Nicolas Heluani
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