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Banding caused by collision geo in pyro sim


kev2

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Division Size ? Lower div size (higher res) you'll get less banding...but how low do you go...if I lower it enough with OpenCL ON, it shat it self....

The collider geo is high res enough...but it's representation in the voxel world is still 'blocky' because of div size...that's my guess anyway, not a pyro expert.

(EDIT: guess there's banding of the smoke...and then there's banding of the colours...so not sure which you are referring to here)

Edited by Noobini
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The blockiness / banding in the smoke is what I'm trying to sort out. The color banding is from the image color. I'm pretty sure its the SDF of the collision geo but neither the RBD Solver or Bullet fix it, with surface or volume collisions.

I'll try dropping the Static Object DOP and just bringing in a collision SDF tmr. 

Thanks for taking a look.  

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