mrWolf Posted January 27, 2015 Share Posted January 27, 2015 (edited) hi all volume procedural lovers, I have a volume procedural shader that generates clouds from points. I was thinking to use this to create a large cloud distribution at render time (I've a 'twin' variant of the same shader that creates the same volume in sop using bounding boxes to inspect specific areas of the distribution, so I can preview the result quickly). I realized that when the point distribution I use as an input becomes very large, in my renders I loose all the details. I tried to crank up the parameter "octree division" up to values that make the pre-processing stage immensely long, and still I am very far from the details I have if I use a way way smaller point distribution. My question is: since the volume procedural shader is able to render "gridless" volumes, this should allow rendering pretty much infinite volume distribution. Or ... to be more precise, this is what I (naively) thought ! Is there something crucial I am missing in my setup, or the only solution is split my data to countless small partitions, and pretty much nullify the advantage of the gridless volume render ? Edited January 27, 2015 by mrWolf Quote Link to comment Share on other sites More sharing options...
jkunz07 Posted January 27, 2015 Share Posted January 27, 2015 Have you tried increasing the volume quality parameter on your mantra rop? This determines the step size as a ray marches through the volume. Quote Link to comment Share on other sites More sharing options...
mrWolf Posted January 27, 2015 Author Share Posted January 27, 2015 I made a quick test at home and it seems to work ! If I couple this with Octree Dubdivision ~128 it renders relatively fast too. I'll try it tomorrow at the office. Thank you a lot for this suggestion Kunz ! Quote Link to comment Share on other sites More sharing options...
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