cwalrus Posted February 9, 2016 Share Posted February 9, 2016 HI guys- Check out my pyro render- you can just make out distinct 'cube' shapes in the smoke. The voxels, I assume. I asked this previously, and I thought the solution was to turn the volume filter to "Guassian"... but it is not working. See: http://forums.odforce.net/topic/24256-smoke-volume-has-cubes-in-it-not-voxels/ Is there any way to 'smear' the adjacent voxels together to get a smoother look? I can't turn up the resolution any higher- it's already at 55 minutes per frame! Quote Link to comment Share on other sites More sharing options...
Atom Posted February 9, 2016 Share Posted February 9, 2016 Try turning on Noise inside the shader itself. Quote Link to comment Share on other sites More sharing options...
cwalrus Posted February 9, 2016 Author Share Posted February 9, 2016 It's on.. .maybe not high enough? Here are my settings (which I'll play with of course) Quote Link to comment Share on other sites More sharing options...
3iart Posted February 9, 2016 Share Posted February 9, 2016 You can "smear" with a velocity field and motion blur, but I'm not sure that's what you want. Do you have disturbance turned up? Is it possible your artifacts are in the sim itself? </\> Quote Link to comment Share on other sites More sharing options...
cwalrus Posted February 9, 2016 Author Share Posted February 9, 2016 Here are my disturbance settings. I always assumed that they would break it up, rather than make it blocky? Maybe that "block size" parameter is too large? Quote Link to comment Share on other sites More sharing options...
3iart Posted February 12, 2016 Share Posted February 12, 2016 (edited) There are a few gotchas. A)Turbulence and Shredding are bound by temperature. If you have 0 temp you have 0 turb and 0 shred Disturbance is a random vector added to velocity, per block-size. If your vel in a given area is 0, or very small, then all you have is disturbance., which will create a block like artifact in your sim Edited February 12, 2016 by 3iart Quote Link to comment Share on other sites More sharing options...
cwalrus Posted February 12, 2016 Author Share Posted February 12, 2016 That sounds about right- I think the temp goes to zero at that point in the sim. Also it happens at the end when the velocity as at its least. Cures for this? maybe I animate the disturbance to zero? Or somehow clamp the temperature to never go to zero? (and how do I do the latter?) thanks! Quote Link to comment Share on other sites More sharing options...
3iart Posted February 12, 2016 Share Posted February 12, 2016 (edited) I don't know if you want temp to never go to zero. depends on your simulation settings. is there buoyancy? buoyancy is affected by temp. Animating disturbance will work. One thing you can do is bind turbulence/shredding to density rather than temperature. I usually create a new field called vel_length and make that the length of the vector field vel and bind disturbance to that. You can then remap to taste. Edited February 12, 2016 by 3iart Quote Link to comment Share on other sites More sharing options...
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