So interesting...both setups!
Bunker, I was checking your scene and the visualization coming from the DOP network is really cool even in OpenGL!!
So I tried to cache this somehow, but when I used an DOP I/O I realized I needed to multiply the density 10 times (I used a Volume Mix for this, not sure if there´s a faster way...this one works) to match your visualization parameters in the smoke dobject.
My question being....in order to render a scene like this, would you just cache that and throw in a volume shader? I´m bettin it can´t be that difficult to get it looking nice, considering how good it looks in Open GL already!
EDIT: Yup. I just did it...well, with one small frame because my computer is too old to render volumes, but it does work....
EDIT2: ummm...bunker, why is it that as the point cloud lifts higher your volume clouds looses density? did you check it? it doesn´t look right to me. The original point cloud does loose a bit of point density, but not as much. Looks to me like there´s some volume-related problem there...
Edited by Netvudu, 08 June 2011 - 03:44 PM.