GlennimusPrime Posted September 28, 2022 Share Posted September 28, 2022 (edited) Hello! I have a very odd issue with cubic-like blocky patterns appearing in the dense parts of my pyro volume. (This is the indirect emission AOV, as it shows the issue most clearly) Unfortunately I'm unable to post a .hip file due to the project NDA. Some details about my setup: Houdini 19.0.531 - Same issue using both Karma and Karma XPU To get a sense of scale, the explosion takes up about half HD frame size with a voxel size of 0.005 Pretty small voxel size for something of this scale. You can see the bottom half of the explosion seems to hold up to resolution. I'm using the SOP Pyro solver I'm exporting as 16bit float VDB with a resampled velocity volume (although the same issue appears when not resampling and also un-checking 16bit float export). I'm using the Pyro Bake Volume SOP to visualise and apply the Pyro material The only thing that stands out to me as an issue could be the density ranges coming out of the sim are between 0.5 and 1, but the Pyro Bake Volume SOP is pushing this density up to 75 to render. Is this sort of density level something I should try to achieve directly out of the sim, rather than pushing these density levels up post sim? I'm basically using the default render settings, as the issue persists when playing around with various settings. Volume limit is set to 1, as the density of the volume is being lit from an emissive background object (the issue remains when using a normal point light instead). Edited October 3, 2022 by GlennimusPrime remove unnecessary images Quote Link to comment Share on other sites More sharing options...
Atom Posted September 29, 2022 Share Posted September 29, 2022 (edited) That's exactly right. Your images show what happens when you push density too far and completely fill each voxel to the maximum density value. Push density at the simulation level, not after the fact at render time. Edited September 29, 2022 by Atom Quote Link to comment Share on other sites More sharing options...
MENOZ Posted September 30, 2022 Share Posted September 30, 2022 it seems to me it's not a problem of voxel density but of the simulation itself. voxels looks to be smaller than your blocks as i can see smaller scale details, also the shape of that mushroom is weirdly geometric. it looks like you are using sparse pyro, you might need to increase the padding or try to use the option "extrapolate velocity into new tiles". https://www.sidefx.com/docs/houdini/nodes/dop/smokesolver_sparse.html#sparse_streakvel 1 Quote Link to comment Share on other sites More sharing options...
GlennimusPrime Posted October 3, 2022 Author Share Posted October 3, 2022 On 10/1/2022 at 9:40 AM, MENOZ said: it seems to me it's not a problem of voxel density but of the simulation itself. voxels looks to be smaller than your blocks as i can see smaller scale details, also the shape of that mushroom is weirdly geometric. it looks like you are using sparse pyro, you might need to increase the padding or try to use the option "extrapolate velocity into new tiles". https://www.sidefx.com/docs/houdini/nodes/dop/smokesolver_sparse.html#sparse_streakvel That was it! Thank you so much for this info. Had been banging my head for a few days on this one. Always something new to learn! Quote Link to comment Share on other sites More sharing options...
demoncase Posted March 29, 2023 Share Posted March 29, 2023 On 9/30/2022 at 5:40 PM, MENOZ said: it seems to me it's not a problem of voxel density but of the simulation itself this phrase saved me my simulation was blocky at the edges, but I was using a low value at the volumerasterizeattributes (voxel and particle size) and also in the volume source inside the dop, the temperature mode was set to add, changed it to maximum! the blocks stopped Quote Link to comment Share on other sites More sharing options...
brencaaa Posted August 24, 2024 Share Posted August 24, 2024 On 9/30/2022 at 10:40 PM, MENOZ said: it seems to me it's not a problem of voxel density but of the simulation itself. voxels looks to be smaller than your blocks as i can see smaller scale details, also the shape of that mushroom is weirdly geometric. it looks like you are using sparse pyro, you might need to increase the padding or try to use the option "extrapolate velocity into new tiles". https://www.sidefx.com/docs/houdini/nodes/dop/smokesolver_sparse.html#sparse_streakvel Thank you for this! Tried everything I could think of and didn't solve the issue (that btw is a common one, at least for me), but this did the trick. Again, thank you! Quote Link to comment Share on other sites More sharing options...
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