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near clipping plane & pyro2 shader


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Hello, 

 I'm trying to use near/far clipping planes on a camera to render a volume and comp something in the middle.. the problem is, when the far clipping plane is in the middle of the volume (i.e. the front part of the fire), the far clipping plane is ignored. If the volume is hidden, I can get the front part clipped.  

 

 

Right section of the image is using the same far clipping plane as the left part, just with a hidden volume.

HCTzBf9.jpg

 

I'm not really sure if I should add something else to the ROP, so any hint is appreciated :)

Here is the indie file and bgeo.

 

thanks!

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  • 2 weeks later...

Submitted to support.

I tried using deep comp but for this particular shot, it was too much (of disk space and nuke script setup).

 

I've found that this problem happens when there is no density field in the volume. If I create a primitive called density and copy heat to it, it will clip the volume just fine.

http://i.imgur.com/zrODQKX.png

 

I ended up using matte objects for the front, but now I know how to solve it.

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  • 2 weeks later...

from support:

The issue that was causing the incorrect shading was related to ray continuation. Some of the tracking of ray distances was off, resulting in ray continuation beyond the far clipping plane.

This issue has been resolved for our Houdini 15 release.

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Submitted to support.

I tried using deep comp but for this particular shot, it was too much (of disk space and nuke script setup).

 

I've found that this problem happens when there is no density field in the volume. If I create a primitive called density and copy heat to it, it will clip the volume just fine.

http://i.imgur.com/zrODQKX.png

 

I ended up using matte objects for the front, but now I know how to solve it.

 

Have you tried adding "vm_volumequalitychannel" (http://www.sidefx.com/docs/houdini14.0/props/mantra#vm_volumequalitychannel) property to the geo node and setting it to "heat"?

 

I'm not sure, but it might fix it.

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