Hi all,
Working on a smoke sim atm and I have a simple collision shape, all is fine and colliding correctly, however… no matter the detail in the collision geo, being vdb OR static object, you always see blocky edges to the sim. Is there any solution to get rid of that aside from ridiculous division numbers and risking machine lockup?
Thanks for any help / tips!
Smoke Collision Blockiness
2547 3 1- timsep
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- Enivob
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Generally blockyness shows up in render when you have scaled density too high.
What is your divisions size and current approximate bounding area?
What are you machines specs? CPU speed and RAM amount?
What is your divisions size and current approximate bounding area?
What are you machines specs? CPU speed and RAM amount?
Edited by Enivob - May 26, 2017 14:29:01
Using Houdini Indie 20.0
Windows 11 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
Windows 11 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
- timsep
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Hi Enivob,
My division sizes are down to about .02, I really dont want to push my box farther. Bounds are kept as close to the object as I can, small padding. I've tried a gas blur and that helps some, but kills a lot of detail. I've also tried a volume feather, that works decent also. The complicated factor is the style I'm going for requires VERY dense smoke,almost like a super thick fog, so every collision surface is a nightmare of detail.
My division sizes are down to about .02, I really dont want to push my box farther. Bounds are kept as close to the object as I can, small padding. I've tried a gas blur and that helps some, but kills a lot of detail. I've also tried a volume feather, that works decent also. The complicated factor is the style I'm going for requires VERY dense smoke,almost like a super thick fog, so every collision surface is a nightmare of detail.
- A-OC
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