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Volume Quality Scene View


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It's due to the compositing of the color-managed beauty pass (in which the volume is drawn) and the unmanaged pass (where the grid is drawn). Any user geometry will appear correctly blended, it's just the grid that doesn't play nice. Out of all the solutions we had on hand we figured this one was the most acceptable in terms of speed/quality balance.

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7 minutes ago, malexander said:

It's due to the compositing of the color-managed beauty pass (in which the volume is drawn) and the unmanaged pass (where the grid is drawn). Any user geometry will appear correctly blended, it's just the grid that doesn't play nice. Out of all the solutions we had on hand we figured this one was the most acceptable in terms of speed/quality balance.

Thanks :D

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Also when working with volumes your viewport experience will be a lot better if you place a light in the scene far above. I often use an area light then look through the light, as if it were a camera and lock it to the viewport. Then you can use standard viewport manipulations to frame up the subject from the light's point of view. Zoom out till you see a nice greyscale pattern appear on your volume. Then unlock the light and jump back into your camera view.

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