DeeLan Posted December 13, 2017 Share Posted December 13, 2017 Playing around with 'voxelisation' (don't know if there's a better term for it). Tried a few things but I found this setup to be the best method so far. It reasonably simple, and also produces good geo while still being relatively fast. Suggestions for improvements are welcome voxelisation_v002.hipnc Quote Link to comment Share on other sites More sharing options...
Noobini Posted December 13, 2017 Share Posted December 13, 2017 what about just 3 nodes....pointsfromvolume then copytopoints, copying a plain old box ? Quote Link to comment Share on other sites More sharing options...
DeeLan Posted December 13, 2017 Author Share Posted December 13, 2017 That was the method I used to use but I found render times where way higher than I would have liked, half due to having so much geo (6 prims per "voxel") and half due to so much overlapping geo. I did try a few things to clean the geo, which did work (and helped render times) but those processes were so slow the whole thing ended up taking just as long anyway. I only went to the trouble of doing it this way cos I just wanted everything to be faster. Quote Link to comment Share on other sites More sharing options...
Noobini Posted December 13, 2017 Share Posted December 13, 2017 yeah so Clean, with consolidate points and fix overlaps, did that not help at all ? Quote Link to comment Share on other sites More sharing options...
Skybar Posted December 13, 2017 Share Posted December 13, 2017 You can use the VDB Visualize Tree SOP, set Active Voxels to "Solid Boxes" - and then remove all red boxes. Then you get a box per voxel only where you need them. Quote Link to comment Share on other sites More sharing options...
DeeLan Posted December 13, 2017 Author Share Posted December 13, 2017 @Noobini That does fix the geo but it takes so long (or at least did on my laptop) that it almost negates the speed boost in rendering. @Skybar Thanks for the tip. I'll try that out! Quote Link to comment Share on other sites More sharing options...
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