is pyro shader density base on the camera?

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i did a sim of an explosion from the presets.
i did a render from a camera far away to see how everything look and tweek the parameters (i did the trick about transferring the visualization node parameters to pyro shader). but now when i did the render of a camera very close, the density look multiply by a lot. i went to the shader and lower the smoke and fire density as well the shadow density.

is the density ofpyro2 is base on how close the camera is to the volume?
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