revelationsr Posted April 8, 2016 Share Posted April 8, 2016 Hi there. I have a little issue with bittiness in my render. I have a scene with a fluid sim. This sim is then pushing some particles. So far so standard. The idea is to get a ink in water motion. But with a kind of solid render look. Think paint in water. When I convert the particels back to a volume using the volume rasterizer from particles. Those rogue particles that manage to get themselves away from the herd makes the converted volume look quite bitty. It there a way that I can convert this based off particle density? So if there are 5 particles in one voxel I get more density. Where there are one I get close to zero? Or maybe there is a way to cull particles that go rogue? If there is another completely different solution that I have not thought of that would be great. Cheers Quote Link to comment Share on other sites More sharing options...
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