I did a ground fog simulation in Blender and rendered it out with Octane V3 but the volume shadows are very low quality, very voxel like. Here is the simulation:
Is there something that can be done to improve the shadow quality? The step length was set to 2.0 and the scale set to 100. I didn't want to decrease the step length because it would have made the fog thicker.
Jason
Volumes shadow issue?
Hi grimm 
the scale has a great impact, in theory, you should be able to reduce the step length until you are satisfied of the resolution, then you should reduce the density until you find the correct thickness.
ciao beppe

the scale has a great impact, in theory, you should be able to reduce the step length until you are satisfied of the resolution, then you should reduce the density until you find the correct thickness.
ciao beppe
Thanks Beppe, I tried your suggestion, but the shadows are still not working like I think they should. I decreased the step to 0.5 and the scale to 10 and here is the result:
It looks like the shadows are only generated from the step length and the scale is not part of the calculation. The shadows are way too dark and the edges are just as aliased as they were before. Maybe this has something to do with how I generated the VDB's in Blender?
It looks like the shadows are only generated from the step length and the scale is not part of the calculation. The shadows are way too dark and the edges are just as aliased as they were before. Maybe this has something to do with how I generated the VDB's in Blender?
You do not have the required permissions to view the files attached to this post.
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
Hi grimm,
what happen if you maintain the scale at 100 and reduce the step length at 0.5?
In theory you should see a better result than in the animation, I guess
ciao beppe
what happen if you maintain the scale at 100 and reduce the step length at 0.5?
In theory you should see a better result than in the animation, I guess

ciao beppe
I did try that but the fog gets way too thick and you loose that light wispy look I'm trying for. And the shadows are still aliased. 

You do not have the required permissions to view the files attached to this post.
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
- BorisGoreta
- Posts: 1413
- Joined: Fri Dec 07, 2012 6:45 pm
- Contact:
I think you should increase simulation resolution.
19 x NVIDIA GTX http://www.borisgoreta.com
Thanks Boris, that's what I was thinking too. I think there are two issues here, one the shadow resolution, and the other is that the shadows should be attenuated by scale as well as by the step length?
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
Thanks Haze, I'm at work right now, when I get home I will push the files up to you. I hadn't thought about enabling the alpha shadows, I usually turn them off.
Jason
Jason
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
Ok, when alpha shadows is disabled, the volume will cast a black shadow which will follow the outlines of the voxels themselves - this is probably the aliased edges you are seeing, and also why it seems the volume's density scale isn't affecting the shadow