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Smoke Shading Defaults


LaidlawFX

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Does anybody know what the render engine defaults are for the smoke shader? Before I place a shader on to smoke it has a certain look to it when rendered. I want to replicate this in a shader and build from it.

I got the basic smoke to be very similar after adjusting the density values a bit, I'm guessing therefore there is some sort of scene dependency on what the render engine uses, but it appears to cull some areas more than others when I place the shader on it.

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seems like density x50 * pt clr * isotropic lighting model gives identical results to the default shader

seems to be the same for rt and pbr

Cool thanks. It works well.

On a side note, I made a bad choice to use PBR with volumetric and it gave me a whole series of errors I couldn't figure out, lots of crunchies and bad shading levels. Thus to say it is only good to use the non-PBR shader engines and more practically just use micropolygon engine instead of the ray trace engine to shade volumetrics. It was also a lot faster.

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just use micropolygon engine instead of the ray trace engine to shade volumetrics

rt def. has its place, works particularly well with instancing

also comes with the benefit of trading softness/mashed-potatoey look for sampling noise which is way preferable imo

having access to both is the rad, <3 the mantras

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  • 1 month later...

Shader stashing... new smoke shader based on the direct lighting model (not only does it split off a dozen different shader passes, but it is also an illuminance loop). The shader is slimmed down to it's core components, so it is easy to add to and understand the vex code, and it exports an appropriate normal pass for compositors.

Still just need to use micropolygon, PBR can do it, but it isn't efficient.

NewSmokeShader.hip

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