Volume Rendering "Glitches"

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Hy All!

I have some glitches in my render. It comes only in micropolygon rendering.
If I increase the tile size, the glitches will be bigger.
Render settings are:
(most default values)
motionblur=1, frame-centered
raytracemotionblur=0
allowimagemotionblur=1
pixelsamples=3x3
maxraysamples=4
volumestepsize=0.3
volumeshadowquality=1
Houdini Master 11, win64
In this render-take, there are some derbis objects surrounding the fluid with v_matte material.

Any idea how can I solve this?

Thanks!

Cheers!

Attachments:
renderglitches.jpg (30.0 KB)

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hi,
try to delete your particules or cut your volume around your camera.
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So to solve my problem I need to simplify my scene?
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Please help!
I can`t figure out what is the problem, and the deadline coming…
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Now, I'm learning houdini so I'm not an expert. But if you use particles for your volume rendering. You can try this solution.
Attach a “delete node” outside your popnetwork with this settings:
group=no group
operation = delete selected
entity = point
geometry = all
in the bounding volume tab of your “delete” node, you must choose this settings:
enable = ok
bounding type = bounding sphere
size = what you want.
center = link your camera position with these parameters(ex:
ch(“address_of_camera/tx”) so forth and so on). So your bounding sphere has a position constrain with your camera. In others words, your bounding sphere delete particles inside it and follow your camera. Why?
because when particles are very close to camera some renderer can have problem to calculate your volume shader. With mental ray of softimage, you have this problem.
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Thanks for the answer!
But there are no particles in the scene, they was replaced by random shaped low-poly geos, and clipped outside the camera view.
Anyway my problem will be solved (visually) in post…
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Dear Houdini Gurus!

After I spent expensive days to solve my problem and lost half of my hair I found a solution accidentally:
- on the rop`s dicing tab switching measurement types to non-raster measuring
- increasing the Volume Filter Width in lowrespyro.
I dont know it is the only way but it works. I played a lot with raytracing but it killed the motion blur (the meaning of this shot).
Visually it will reduce the details, but increasing shader`s fractal amount helps very much.
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