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Cubes / squares in Smoke render -


cwalrus

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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!

 

post-14434-0-01423100-1454988788_thumb.j

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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

 

B) 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 by 3iart
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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!

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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 by 3iart
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