edgem Posted November 28, 2014 Share Posted November 28, 2014 (edited) Hello everyone, Called some expert in Mantra PBR rendering on volumes. I am trying to render smoke with mantra but I get very different result from the viewport plus artefact (dots). The final result is way more denser and not as transparent as it should be. I am wondering how to get a similar one from the viewport which is the kind of smoke I want. I am using Mantra PBR to render. Currently it's halfway and 28 minutes per frame, which is...I think way too much and I tried optimized the settings. To be honest, I think it is still too grainy. Here are my specs and settings : Specs : i7 3930K 4.2 GHz Nvidia Geforce GTX 970 32 GB RAM Settings : Resolution : 1920 X 1280 Using billowy smoke shader at default settings Motion blur disabled Pixel Samples : 6 x 6 Jitter : 1 Min Ray Samples : 1 Max Ray samples : 12 Noise Level : 0,01 Volume Quality : 0.2 Volume Shadow Quality : 1 Stochastic Transparency enabled Transparent Samples : 10 Here are the comparison pictures. First is a capture from the viewport. Second is rendered Thanks Edited November 28, 2014 by edgem Quote Link to comment Share on other sites More sharing options...
pbarua Posted November 28, 2014 Share Posted November 28, 2014 Your Transparent Samples very high which take a lot to calculate. That's why your rendering is slow. Quote Link to comment Share on other sites More sharing options...
pbarua Posted November 28, 2014 Share Posted November 28, 2014 For volumetric rendering better to increase Volume Quality. Quote Link to comment Share on other sites More sharing options...
edgem Posted November 28, 2014 Author Share Posted November 28, 2014 (edited) So I tried decreasing the transparent samples but it still feels way too dense compared to the viewport one, so much that it becomes over exposed. Edited November 28, 2014 by edgem Quote Link to comment Share on other sites More sharing options...
rayman Posted November 28, 2014 Share Posted November 28, 2014 Check your volume shader. If you are using pyro shader you can import settings from visualisation and they will match viewport as close as possible. Quote Link to comment Share on other sites More sharing options...
edgem Posted November 28, 2014 Author Share Posted November 28, 2014 I am using billowy smoke shader, am I not supposed to use that for smoke ? I will look into that pyro shader Thanks Quote Link to comment Share on other sites More sharing options...
pbarua Posted November 28, 2014 Share Posted November 28, 2014 You can use billowy smoke shader without any problem. Pyro shader have option (under Utils tab) to transfer visualization to viewport. Quote Link to comment Share on other sites More sharing options...
Rainroom Posted November 28, 2014 Share Posted November 28, 2014 You might need to play with the density multiplier parameter in your shader. And as others have mentioned its always best to import the shader's parameters into your volume visualization sop. It sort of gives similar results. Quote Link to comment Share on other sites More sharing options...
edgem Posted November 28, 2014 Author Share Posted November 28, 2014 (edited) Thanks everyone, I have switched to the pyro shader and it looks much better now with volume visualization op. So many controls inside I have managed to get a decent look I did not get with the billowy shader Thanks for all the advices and methods Edited November 28, 2014 by edgem Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.