I have multiple smoke sources I'm trying to mix together. I've set red/blue/green values for their RGB input into the simulation. The idea was to then use the VrayDiffuseFilter render element in order to separate them in comp and do color correction on each individual smoke source....that way I can tweak the colors of each smoke source in comp without having to commit to a specific color prior to simming.
However, my render element is coming back "dirty"...it has all kinds of black shading and the primary colors are not fully luminous (therefore not usable as a matte). It seems this is because as the voxels are rendered, they do a trilinear sample of surrounding voxels to determine their final output values...and part of that calculation is causing ambient voxels to bleed their default 'black' RGB value into my voxels containing my custom RGB values.
While I can see the importance of this blending in theory (if a red voxel is next to a green voxel, you'd want the center pixels to come out cyan)...it would be nice if there was a way to "ignore" black voxels....so that if a red voxel is next to a black voxel, all pixels sampled in the red voxel will return 100% red). If my assumptions are correct, this would allow for proper RGB matte passes. I could see this just being a checkbox or something in the render settings, so that default behavior is unchanged from what it is now.
Attached are examples of a raw render, and the resulting VrayDiffuseFilter render element for a couple of smoke sources, to show the issue.
However, my render element is coming back "dirty"...it has all kinds of black shading and the primary colors are not fully luminous (therefore not usable as a matte). It seems this is because as the voxels are rendered, they do a trilinear sample of surrounding voxels to determine their final output values...and part of that calculation is causing ambient voxels to bleed their default 'black' RGB value into my voxels containing my custom RGB values.
While I can see the importance of this blending in theory (if a red voxel is next to a green voxel, you'd want the center pixels to come out cyan)...it would be nice if there was a way to "ignore" black voxels....so that if a red voxel is next to a black voxel, all pixels sampled in the red voxel will return 100% red). If my assumptions are correct, this would allow for proper RGB matte passes. I could see this just being a checkbox or something in the render settings, so that default behavior is unchanged from what it is now.
Attached are examples of a raw render, and the resulting VrayDiffuseFilter render element for a couple of smoke sources, to show the issue.
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