production final divisions for fluid simulation

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for real production, how many divisions the final fluid (dust emitted from collision) simulation should have if its close to camera? 500 is enough? I have found that some times you get too much details and look not-realistic
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Joined: 7月 2005
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Easiest thing to do if you find you have too much detail is to set the Volume Filter on the object to Gaussian and increase the Volume Filter Width (in voxel units). This is one sure fire way to blur out details in your volume.

Most users have difficulty resolving more detail in their volumes where you can set the Volume Filter to a simple filter, box, or a filter that has some sharpening in it's filter like catumll-rom or blackman. Sync is a sharpening filter and will cause temporal ringing (strobing, flickering) in your sequence.

The resolution of the volume determines how much detail you can display/render. Mantra doesn't render the volume primitive though. It renders it's own form of a volume that is constructed from the volume primitive you pass in to it. The Volume Filter and Volume Filter Width are how the new Mantra volume is constructed from the volume primitive. This is where you can control the amount of detail.


As for resolution, it would be nice to get a 1-to-1 correlation of volume voxel to pixel but isn't necessary unless you want a great deal of detail and you are rendering a very dense volume such as fly ash from a volcano.

With volumes in general, the more transparent the volume is, the less detail you can resolve so might as well cut back on the volume resolution. Just increase the Volume Filter Width to combat the aliasing that is prone to crop up in the render.


Hope that helps.
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It sure helps Jef, thanks for your reply.
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