dagoose Posted September 11, 2017 Share Posted September 11, 2017 Hi, when I render a meshed flip sim with the milkchocolate shader preset I get really distorted highlights. It's especially visible at the polys where the mesher creates triangles. With the adaptivity set to 0 and a ql smooth (or regular smooth) and a lot of smoothing in the mesher I can get it to a point where I might get away with it. Maybe someone can help. I attached a simple scene. The highlight streaks out from the hotspot where there should be a smooth gradiation. Thanks Rico flip_render_issues_v002.hip Quote Link to comment Share on other sites More sharing options...
dagoose Posted September 13, 2017 Author Share Posted September 13, 2017 (edited) Well I found a way to get rid of the streaky specs in my choclate for those interested. I first build a vdb from the particle sim and upres this (resample scale 0.25 - 0.5). Then I run it through some dilate/smooth/erode nodes. This gives me enough voxels to get a really dense polys at the curvy parts of the mesh which results in nice gradiants in the highlights. Cheers! Edited September 13, 2017 by dagoose clearification Quote Link to comment Share on other sites More sharing options...
dagoose Posted September 13, 2017 Author Share Posted September 13, 2017 Well this is obviously only an issue in close ups ... and one must transfer the vel from the particles to the mesh Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.