Voxel-type smoke/fire

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Hello everyone!
I have been having a lot of fun getting into houdini, but there has been something I have been trying to figure out. When using some rendering engines, they are able to change the filtering when rendering fluids. When they are set to nearest or closest it results in a blocky/voxel like fluids like this: Is there any way (or tutorial) that shows a way to get the same result in houdini? I want it to be simulated in the fluids without having to use settings on the render engine. (I plan on using a 3rd party renderer inside Maya)

Thanks for anyone who can help!
Edited by Tyler P - 2017年1月24日 16:38:32
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