Damo Posted October 14, 2015 Share Posted October 14, 2015 Hi, I'm rendering out a pryo effect, I'd like it in a reasonably good quality / resolution. I don't seem to be able to figure out how to do this. My Pyro division size simulation is at 0.05, which I believe is a reasonable value for a good quality volume. However looking at my render output it's quite blocky, so I suspect there may be a value in mantra I'm not understanding. Images and hip attached. Have I configured mantra wrong or do I need to revisit my pyro effect? explosion1.hip Quote Link to comment Share on other sites More sharing options...
fathom Posted October 14, 2015 Share Posted October 14, 2015 yeah, you're seeing the individual voxels. you can help this out by adjusting the "volume filter" on your object. you can select "gaussian" to get something smoother and also potentially up your volume filter width to include more voxels. (you can find that parm on your object's render/shading tab) Quote Link to comment Share on other sites More sharing options...
Guest tar Posted October 14, 2015 Share Posted October 14, 2015 My Pyro division size simulation is at 0.05, which I believe is a reasonable value for a good quality volume. Just want to add that voxels are 'just' pixels that are placed in depth too. So saying 0.05 is a reasonable value only has meaning depending on how close it is to the screen. Quote Link to comment Share on other sites More sharing options...
Damo Posted October 14, 2015 Author Share Posted October 14, 2015 Just want to add that voxels are 'just' pixels that are placed in depth too. So saying 0.05 is a reasonable value only has meaning depending on how close it is to the screen. Ah, thank you for the explanation. Quote Link to comment Share on other sites More sharing options...
Damo Posted October 14, 2015 Author Share Posted October 14, 2015 yeah, you're seeing the individual voxels. you can help this out by adjusting the "volume filter" on your object. you can select "gaussian" to get something smoother and also potentially up your volume filter width to include more voxels. (you can find that parm on your object's render/shading tab) that has certainly smoothed things out. Thank you. I take it that it is just a fine balance between blurring the voxels and seeing the voxels through a bit of trial and error (and experience)? Quote Link to comment Share on other sites More sharing options...
Diego A Grimaldi Posted October 14, 2015 Share Posted October 14, 2015 (edited) Just want to add that voxels are 'just' pixels that are placed in depth too. So saying 0.05 is a reasonable value only has meaning depending on how close it is to the screen. Yea and just to reiterate on Marty's comment, when people specify the division size, it really doesn't say much without knowing the scene scale. The voxel count would perhaps help more (decent size sims are usually bigger than 10-100 millions voxels) Edited October 14, 2015 by Diego A Grimaldi Quote Link to comment Share on other sites More sharing options...
fathom Posted October 14, 2015 Share Posted October 14, 2015 that has certainly smoothed things out. Thank you. I take it that it is just a fine balance between blurring the voxels and seeing the voxels through a bit of trial and error (and experience)? yeah, pretty much. if you can't get more res, then softer is usually better than jaggy. you could also potentially add some kind of noise to your shader to help hide lack of resolution. Quote Link to comment Share on other sites More sharing options...
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