Muhc Posted November 10, 2015 Share Posted November 10, 2015 Hi folks! I've done a sim of an rocket exhaust using smoke solver. Using VDB tools I converted that smoke to polygons, due to art direction (catroon style project). That mesh only has P attributes. The "vel.x", "vel.y" and "vel.z" are also present, but I imagine mantra needs "v" attribute on points to do geometry motion blur. I'm not sure how to transfer vel fields to points. My approach: After meshing the smoke, I've put down a PointVOP Inside PointVOP, I used three VolumeSample nodes to read the vel.x, vel.y and vel.z at the given point position. I merged those volume samples into a vector and plug it in to "v" output. It does give mi velocity on points, but when I render, there are artifacts present. Can you suggest me another workflow for transfering velocity? Quote Link to comment Share on other sites More sharing options...
Skybar Posted November 10, 2015 Share Posted November 10, 2015 What kind of artifacts? You can try the Attribute from Volume SOP, but you'll probably get the same. Quote Link to comment Share on other sites More sharing options...
Muhc Posted November 10, 2015 Author Share Posted November 10, 2015 (edited) Oh, there is a SOP for that:) Didn't know it existed. Thanks!It is doing what I want, but the artifacts remain. The artefacts are long motion blur streaks in different directions at the source emitter. I think it has to do with extreme velocities in smoke source. The funny thing is, when I render volume (before converting to polygons), there are no artefacts. I attach .hipnc to clarify my problem. Cheers! Smoke_hoverboard.hipnc Edited November 10, 2015 by Muhc Quote Link to comment Share on other sites More sharing options...
Skybar Posted November 10, 2015 Share Posted November 10, 2015 It's probably because the mesh is sampling values at specific points in the velfield. If you are unlucky you might have two neighbouring points on your mesh with total opposite velocities. I tried smoothing the velfield (like you did with the density) and it looked better, not sure if it works for you though. You could try that. You can also Smooth SOP the v on your mesh. Maybe both together Quote Link to comment Share on other sites More sharing options...
Muhc Posted November 11, 2015 Author Share Posted November 11, 2015 Thanks for ideas, will definitely try smoothing vel field. Quote Link to comment Share on other sites More sharing options...
loudsubs Posted November 16, 2015 Share Posted November 16, 2015 Convert the vel field to a vdb along with density, and smooth both. Smoke_hoverboard.hipnc Quote Link to comment Share on other sites More sharing options...
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