Hi there, I'm trying to render a Billowy Smoke simulation, but the final result has nothing to do with the simulation (I would like the volumetric effect from the simulation). Any ideas? Is it normal? Thank you in advance. Cheers.
I have a included a .mov and two .jpg. Cheers.
Alejandro
Billowy Smoke Rendering
7616 7 2- bluelk
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- sidenimjay
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The values in the Pyro shader should correspond well to the values in the Volume Visualization settings on the Pyro Object DOP that is driving the viewport rendering result.
Just copy/paste the density value and ramp value (if applicable) to the Pyro shader to match.
As well, density field/volume is just a mask that can be used to render smoke among other effects. How you interpret the density in the OpenGL display and in Mantra via the shader parameters is entirely up to you.
Just copy/paste the density value and ramp value (if applicable) to the Pyro shader to match.
As well, density field/volume is just a mask that can be used to render smoke among other effects. How you interpret the density in the OpenGL display and in Mantra via the shader parameters is entirely up to you.
There's at least one school like the old school!
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Now to get rid of that banding.
The default volume filter on the Object containing the volume primitives is most likely set to a box filter with a filter width of 1.
Please set that to Gaussian with a filter width of 1.2 and the banding should either go away or be greatly diminished.
Always do this if your volume voxels are about 2x the final rendered pixels or larger. Box filter is used when you have very dense voxels that are smaller than a couple pixels in the final render for crisper detail.
The default volume filter on the Object containing the volume primitives is most likely set to a box filter with a filter width of 1.
Please set that to Gaussian with a filter width of 1.2 and the banding should either go away or be greatly diminished.
Always do this if your volume voxels are about 2x the final rendered pixels or larger. Box filter is used when you have very dense voxels that are smaller than a couple pixels in the final render for crisper detail.
There's at least one school like the old school!
- bluelk
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- sidenimjay
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