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Pyro fluid smoke - not getting shadows


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Hi Everyone,

I am rendering a pyro Billowy smoke and i am not getting any shadows on it. i have deleted the light and replaced it with another new light; also tried rendering shadow map but the shadows doesnt show up at any cost.

does anyone know about it.

thanks

Edited by junyd
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Hi 3dbeing,

thanks for the reply. I tried changing the density in the pyro shader up to 10000 but still the shadows doesn't show up. i had a billowy shader though, i deleted that one and grab the surface shader Pyro; is this the reason it aint behaving correct? i have double checked the light and its parameters as well. Attached is the image u can see smoke without shadows.

post-6859-130933606233_thumb.jpg

Edited by junyd
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it's possible your volume sample size is to high, i believe the default is .5 which should be large enough, but that's another thing to check... if you set it to low you will wait a while for a render. Are you using ray traced shadows or shadow map? Maybe make a simple isooffset sphere and see if you can get shadows going in that, then migrate back to your sim...

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it's possible your volume sample size is to high, i believe the default is .5 which should be large enough, but that's another thing to check... if you set it to low you will wait a while for a render. Are you using ray traced shadows or shadow map? Maybe make a simple isooffset sphere and see if you can get shadows going in that, then migrate back to your sim...

thanks for the reply. did you mean the volume step size in the mantra/properties/sampling tab ? i tried changing it but it was more to texture oriented details. i am using depth map shadows of direct light. i just did another sim and i am getting shadows on it; using default billowy shader but when i replaced it with the surface pyro shader i dont get to see shadows. i think its more like shader thing than anything else. a question for you; in production or generally do you actually use the default billowy shader or the do you replace it with the pyro shader

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thanks for the reply. did you mean the volume step size in the mantra/properties/sampling tab ? i tried changing it but it was more to texture oriented details. i am using depth map shadows of direct light. i just did another sim and i am getting shadows on it; using default billowy shader but when i replaced it with the surface pyro shader i dont get to see shadows. i think its more like shader thing than anything else. a question for you; in production or generally do you actually use the default billowy shader or the do you replace it with the pyro shader

yes volume step size in the render sampling parms.

In my experience i have generally used proprietary renderers for volumetrics, but right now i'm using pyro.

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