Andre24 Posted June 5 Share Posted June 5 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! Quote Link to comment Share on other sites More sharing options...
Kareeem Posted July 30 Share Posted July 30 I would love to get some help with this as well, as I also struggled to get really good results with karma xpu for my white water. Quote Link to comment Share on other sites More sharing options...
Librarian Posted July 31 Share Posted July 31 @Andre24 @Kareeem Try to implement those tricks in Your Scene splash_v007.hipnc 1 Quote Link to comment Share on other sites More sharing options...
Kareeem Posted July 31 Share Posted July 31 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! Quote Link to comment Share on other sites More sharing options...
Kareeem Posted August 10 Share Posted August 10 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. Quote Link to comment Share on other sites More sharing options...
Kareeem Posted August 12 Share Posted August 12 (edited) 1. 3. 4. 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 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 August 12 by Kareeem Quote Link to comment Share on other sites More sharing options...
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