Hi
I'm doing a smoke sim, importing the dop fields, converting to vdb for caching to disk, then converting back to volume for octane render. The result as you can see in the attached video is that the container jitters, probably due to changes in the bounding box. If I render the dop volumes directly it works fine but storage is then increased significantly. I've also attached the hip file.
the jitter appears only in the render, the viewport seems correct.
Thanks
Yaniv
volume render - translation jitters
Moderator: juanjgon
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Before posting a bug report, please check the following:
1. That the issue has not already been disclosed
2. That the issue is specific to this plugin, and not Octane in general (Try reproducing it in Standalone)
Bugs related to the Octane Engine itself should be posted into the Standalone Support sub-forum.
All bug reports should include the information below, along with a detailed description of the issue and steps to reproduce it.
A. Operating System, including version (i.e. Win 7, OSX 10.11.2, Ubuntu 14.04, etc.)
B. Graphics Card(s) model (i.e. GTX 580 - 3GB, TITAN, etc.)
C. RAM Capacity (i.e. 6 GB)
D. Nvidia driver version (i.e. 7.50, 7.5.22)
E. OctaneRender Standalone version, if installed (i.e. 2.24.2, 2.23, etc.)
F. OctaneRender plugin version (i.e. v2.25 - 2.21)
G. Host application version, including build number if available (i.e. 3ds Max 2016 Build 18.0)
- Attachments
-
- octane_volume_bug.rar
- hip file
- (71.37 KiB) Downloaded 266 times
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- octane_volume_bug.mp4
- video container jitter
- (2.09 MiB) Downloaded 4753 times
Hi,
I've enabled the split disjoint volumes option. Now it requires that Full Scene Reload be enabled on the ROP. If I isolate only the density field for the render then it seems stable for at least the duration of 40 frames I've checked. If I isolate density and velocity then there is at least a single jump between frame 5 and 6 but then there is no motion blur option.
Is this fixable on octane's side? Could you explain please why this happens exactly? maybe there is a way I can counter it in houdini.
Thanks
Yaniv
I've enabled the split disjoint volumes option. Now it requires that Full Scene Reload be enabled on the ROP. If I isolate only the density field for the render then it seems stable for at least the duration of 40 frames I've checked. If I isolate density and velocity then there is at least a single jump between frame 5 and 6 but then there is no motion blur option.
Is this fixable on octane's side? Could you explain please why this happens exactly? maybe there is a way I can counter it in houdini.
Thanks
Yaniv
Other workaround if you want to work with VDB cache files, can be export the volume as real VDB files and use the native Octane VDB rendering feature to render it. It seems to work fine without jittering.
To render the VDB sequence, in the pyro_import node you only need to disable the volume primtive rendering and enable the VDB rendering in the OBJ spare parameters.
Hope this helps.
-Juanjo
To render the VDB sequence, in the pyro_import node you only need to disable the volume primtive rendering and enable the VDB rendering in the OBJ spare parameters.
Hope this helps.
-Juanjo
I suppose that the definitive solution for this issue is support in the plugin the direct rendering of the Houdini internal VDB volumes to avoid the final conversion node. I'll try to add this feature as soon as possible.
-Juanjo
-Juanjo