Jump to content

Re-create whitewater vex material in karma XPU


Recommended Posts

Hello everyone, i have tried to render my ww in mantra (around 25mil particles) but its taking ages for a single frame, like 1h+ each, so i'm trying to render the volume in karma XPU but i dont know how to recreate the "basic whitewater" vex material preset that you can find in the materials, i have tried with a "karma uniform volume" mat but its giving me a completely different result, any suggestions? 

thanks!

Link to comment
Share on other sites

  • 1 month later...
32 minutes ago, Librarian said:

@Andre24 @Kareeem
Try to implement those tricks in Your Scene

 

splash_v007.hipnc 5.12 MB · 0 downloads

So basically you render your whitewater as a volume. I believe I tried that as well in the past but got a cotton like feel to it. I will investigate more and compare to your workflow. 
https://www.youtube.com/watch?v=lgA0ebdeZHo

Thanks very much for sharing!

 

Link to comment
Share on other sites

  • 2 weeks later...

In a more in depth look I noticed that you are doing quite a few operations on the white water points. Could you elaborate on that a bit more if you dont mind?

Just focusing on the "white water main" ...
... From what I understand is that you use the Convert VDB Points SOP to kind of clump near by points or at least their values even before the whitewater post process.
 

Link to comment
Share on other sites

image.png.273a01762c6ba0ad906226cabc981d6e.png  1. image.png.99b163f292420177ed02fe1f4f363efb.png

3. image.png.e77cad58e87eb9a328fc3fbff3d9c782.png  4. image.thumb.png.c26417641182ac3c376fc00f066f7f75.png


I worked my way through this scene now...
Cached and rendered all the elements. It was quite interesting to look closely at all the nodes and the workflow. Here are a few more specific questions I would love to get some answers to.
That would be greatly appreciated :wub:

1. Motion blur on the whitewater is disabled in Karma but baked while rasterizing the vdb . Is this common practice or is this only done in scenarios where you have big splashes like here? ( image 1)
2. Mist and whitewater is rendered in one layer. Again, is this common practice?
3. Converting to VDB points before caching is probably only done to save file size, correct? (image 3)
4. What exactly is attribute compression? (image 4) 

 

thanks for any help!
 

Edited by Kareeem
Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...