Hello,
I am testing volume vex shading.
If I can sculpt a volume primitive now, I have got some issue about the render.
http://vbkstudio.com/temp/volume_render_shadowIssue_01.mov [vbkstudio.com]
I think It's due to the shadowmap … But I don't how to fix the flickering in the render but in changing the shadow type to raytrace, increasing the render time to much
Thank for your help
Volume shading issue
8773 5 1- vbk!!!
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- brianBurke
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this problem is coming from the combination of low resolution shadowmaps and having having only a tiny fraction of the shadow map contain useful information (only a few pixels worth of data).
to fix the problem, frame up as tight as possible on your volume when looking through your lights. if it is important that your lights stay in the same position, frame up by unchecking ‘use cone angle for field of view’ on your light objects and dialing down the projection angle til your volume fills the frame.
if this still results in splotchy shadows, dial up the resolution until the level of detail is right.
good luck dude.
to fix the problem, frame up as tight as possible on your volume when looking through your lights. if it is important that your lights stay in the same position, frame up by unchecking ‘use cone angle for field of view’ on your light objects and dialing down the projection angle til your volume fills the frame.
if this still results in splotchy shadows, dial up the resolution until the level of detail is right.
good luck dude.
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- old_school
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I'd increase the Pixel Samples to 2x2 or 3x3 and the Shadow Quality to 2 before I bump up the resolution which you still may have to do. Rarely do you need more than 512x512 for Apprentice supported maximum pal resolutions. If it is for HD res then maybe 1024x1024 max.
Increasing the pixel samples and shading quality will provide richer depth information in the deep shadow map which in turn lessens the inaccuracy in shadow look-ups.
Increasing the pixel samples and shading quality will provide richer depth information in the deep shadow map which in turn lessens the inaccuracy in shadow look-ups.
There's at least one school like the old school!
- vbk!!!
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thanks Jeff.
My anim is clean now and … I have new question !
I tried to duplicate my Volume primitive with a copy sop.
I can see in opengl my copied Volume Primitive but in the render only my original is calculated.
Do you know why ?
++
Vincent
OK. its because of my vex shader. I thinks the distance node refere to the absolute position of my volume … It doesn't explain the difference between the opengl and the render since the volume vop refere to the vex …
My anim is clean now and … I have new question !
I tried to duplicate my Volume primitive with a copy sop.
I can see in opengl my copied Volume Primitive but in the render only my original is calculated.
Do you know why ?
++
Vincent
OK. its because of my vex shader. I thinks the distance node refere to the absolute position of my volume … It doesn't explain the difference between the opengl and the render since the volume vop refere to the vex …
- vbk!!!
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