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  • Gpu Preview Occlusion

    Hey, is this totally impossible to make a correct occlusion for 3dsmax viewport volumetrics? It is very annoying to see through the smoke which should be covered by a viewport - seeing all emission points inside of object, flicker and other artifacts that are usually hidden by emitter interior. Only way is non gpu preview like cells or mesh preview but it has it's own advantages as well. I know this is a technical problem non existent in maya viewport tech, but perhaps there is a workaround to get this in 3dsmax?

    Best,
    nl

  • #2
    Hey,

    I'm afraid - nearly impossible - without the GPU preview becoming V-Ray RT GPU, this is pretty much what you can get out of it at that speed of rendering, combined with Max and Maya's viewport capabilities. This does happen in Maya as well actually - Autodesk put a lot of effort in bringing Max's viewport up to date, so now both are pretty much equal in basic capabilities. However, you can think of Max and Maya's viewport capabilities as of some of the simpler game engines - this does not come close to what Unity and Unreal can do in terms of advanced illumination and handling complex materials interacting with one another. The reason you don't get proper blending is because Max and Maya blend objects in the viewport as if they were solids, so geometries which are inside of the simulator's box will be rendered behind the entire content of the simulator. Max and Maya's viewports don't have any native volumetrics support, however we could hack it and either get render speed decrease or a different kind of artifacts. Some game engines render volumes using very much the same rendering tools, and they use billboarded sprites for volumetrics, so this is an alternative, but we chose to preview volumetrics the pretty and fast way...

    Hope this helps shed some light on the issue!
    Last edited by Svetlin.Nikolov; 22-10-2017, 08:28 PM.
    Svetlin Nikolov, Ex Phoenix team lead

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    • #3
      Okay, thanks for clarification. And thanks for improvements with vdb and wavelet issues. It seems its more stable now. Doing a big wtc sim now, I will show the result here soon

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      • #4
        Nice, looking forward!
        Svetlin Nikolov, Ex Phoenix team lead

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