hi.
i have been trying to get some procedural whispy clouds in blender.
linos vid looks like the ticket but 10 seconds in am already getting into trouble:
https://www.youtube.com/watch?v=816EfdTvcBQ
the emitter does not behave the same as in the video. in my case it stays a white box even after i add the smoke sim. the settings are a bit different in this version but whatever i am using it remains a solid white box.
even if i add the volume material it stays white.
i generally am having these volume troubles cant get them to act as i am used to with c4d and unreal engine.
seems i would need some hand holding, so any help is appreciated.
lino cloud technique
- linograndiotoy
- Posts: 1355
- Joined: Thu Feb 01, 2018 7:10 pm
Mantaflow works differently than the Smoke FX I used in the video.
I've created a VDB container using Sculptron. Try to use it as a VDB Volume instead of the smoke simulation.
I've created a VDB container using Sculptron. Try to use it as a VDB Volume instead of the smoke simulation.
hi lino,
i appreciate the fast reply and the file.
i have some of my own vdb´s but was actually interested in having a procedural smoke to fine tune more.
that aside, i still have the same issues.
for example.
attached is the cloud with the density 0.002 and 0.0015.
even such a minute difference in values cases a massive difference in look, and that is something i get often - like a hard dropoff point for some settings.
the second issue is how slow the fog is being sampled. the rendertime seems crazy long.
honestly with unreal engine i have had better results but there is a different show stopping problem with displacement maps being converted to 8bit for some reason.
i appreciate the fast reply and the file.
i have some of my own vdb´s but was actually interested in having a procedural smoke to fine tune more.
that aside, i still have the same issues.
for example.
attached is the cloud with the density 0.002 and 0.0015.
even such a minute difference in values cases a massive difference in look, and that is something i get often - like a hard dropoff point for some settings.
the second issue is how slow the fog is being sampled. the rendertime seems crazy long.
honestly with unreal engine i have had better results but there is a different show stopping problem with displacement maps being converted to 8bit for some reason.
- linograndiotoy
- Posts: 1355
- Joined: Thu Feb 01, 2018 7:10 pm
Can you send your scene/VDB so I can take a look?
Density should be quite predictable, as long as other settings are "right".
Density should be quite predictable, as long as other settings are "right".
thanks lino,
i will continue on this scene in unreal. i had displacement banding of the terrain in UE but that is work around by using imported orbx terrain as opposed to a displacement texture. chris pinpointed the bug apparently will be fixed.
it seems i can get faster renders in unreal, especially with volumes of any kind.
i could upload the scene with the plane, no displacement or the mechs.
i will continue on this scene in unreal. i had displacement banding of the terrain in UE but that is work around by using imported orbx terrain as opposed to a displacement texture. chris pinpointed the bug apparently will be fixed.
it seems i can get faster renders in unreal, especially with volumes of any kind.
i could upload the scene with the plane, no displacement or the mechs.