wildon Posted January 7, 2014 Share Posted January 7, 2014 (edited) hello everyone I have a strange issue. my viewport have much more detail than my render. i have identify the "max vis Res" parameter into the multiflied tab on pyro node. he add a very nice detail into my smoke. I can't find the equivalant into a pyro shader. anyone have a idea? In depht, my real question is more simple. how i can make a render who match exactalty with my viewport? is possible? thanx a lot FireBall_04.hipnc Edited January 7, 2014 by wildon Quote Link to comment Share on other sites More sharing options...
wildon Posted January 7, 2014 Author Share Posted January 7, 2014 Forget the detail issue. my real question is more simple. how i can make a render who match exactalty with my viewport? is possible? Quote Link to comment Share on other sites More sharing options...
Guest tar Posted January 7, 2014 Share Posted January 7, 2014 Forget the detail issue. my real question is more simple. how i can make a render who match exactalty with my viewport? is possible? If you want an *exact* viewport match then simply use the OpenGL rop. Quote Link to comment Share on other sites More sharing options...
woodenduck Posted January 7, 2014 Share Posted January 7, 2014 If you go to the 'utils' tab on the pyro shader, there is an option to transfer parameter settings from the visualisation data in the sim over to the pyro shader. This should give you a very similar render to what you are seeing in the viewport. Quote Link to comment Share on other sites More sharing options...
wildon Posted January 7, 2014 Author Share Posted January 7, 2014 (edited) i try to do that, but the result is not very convincing. Marty when I say i want that my render match with my viewport port, i means in terms of form, color, ect... in my exemple i use the transfer parameter into the pyro shader. but they are a bigs differences between the booth. on the picture in attachement you can see, when a you a transfert parameter on a new pyro shader without tweaking, i loose a lot of detail. please jump into my scene file, maybe i do something wrong... Edited January 7, 2014 by wildon Quote Link to comment Share on other sites More sharing options...
Guest tar Posted January 7, 2014 Share Posted January 7, 2014 here's some quick tweaks. might help FireBall_04_EDIT.hipnc Quote Link to comment Share on other sites More sharing options...
teratera Posted January 7, 2014 Share Posted January 7, 2014 Yea, I also get pretty similar results. I think it's only down now to voxel interpolation, which can be modified with volume filters on the object shading tab, I believe. Which I did, trying out Sinc filter. But the ramps and mults seem to be successfully inherited from pyro visualization. I think 'Max Vis Res' is OpenGL setting and has no direct counterpart in Mantra. But I also modified Volume Quality on Mantra ROP, which kind of does something similar, increasing the detail. FireBall_04_fix_edit2.hipnc Quote Link to comment Share on other sites More sharing options...
wildon Posted January 7, 2014 Author Share Posted January 7, 2014 thanx a lot for yours helps. Teratera i arrive to the same conclusion than you. in fact the OpenGL display is "better" than mantra render. the only too keep this kindes of detail is increase the resolution of the pyro grid. maybe they are one way too add detail withou change the grid resolution but i ignore this method... Quote Link to comment Share on other sites More sharing options...
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