How to achieve adaptive voxel size?

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How to achieve adaptive voxel size base on camera distance and so on?
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Crate a volume node and select the “From Camera” tab. You can then set the Z resolution. This is called the volume taper. You can adjust this with a Primitive SOP on any volume.
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JordanWalsh
Crate a volume node and select the “From Camera” tab. You can then set the Z resolution. This is called the volume taper. You can adjust this with a Primitive SOP on any volume.
Thanks, but I mean voxel size can be adaptive in the same grid in fluid simulation. e.g. close to the camera voxel size become small, others far from camera become big in the same grid in fluid simulation. So , fluid near the camera has more details.
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Currently that is not possible
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Yeah, I think this is pretty much the holy-grail of fluid sim… I've seen a few whitepapers about adaptive-resolution fluids, but I've yet to see a production package that implements it.
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Yeah, I think this is pretty much the holy-grail of fluid sim… I've seen a few whitepapers about adaptive-resolution fluids, but I've yet to see a production package that implements it.
bifrost can done it
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Is the adaptive voxel released? I'm looking at the Bifrost manual online but can't see it in there.
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aty84122
bifrost can done it

https://www.youtube.com/watch?v=DucKeXM_gHM [youtube.com]
at about 14:00 they talk about how they are looking at adding it. Not available yet though.
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what you want is sth like this https://www.youtube.com/watch?v=rce92SZ1y60 [youtube.com]

and yes we want it also but to my knowledge it isn`t avaliable yet, but I beleive it can be achieved with whats avaliable within Houdini given the needed time and cost.

Correct me if I am wrong SideFX
Head of CG @ MPC
CG Supervisor/ Sr. FX TD /
https://gumroad.com/timvfx [gumroad.com]
www.timucinozger.com
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The closest we got for particles is Reseeding in FLIP I guess.
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The answer to the original question then is to crack out the C++ and IDE and start coding

aty84122
How to achieve adaptive voxel size base on camera distance and so on?
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