Hey there! Soooooooo...I made a smoke vortex like the one shown in the tutorials, but something a bit strange happens when I try rendering it. I'm progressively zooming the camera into the eye of the vortex, and eventually through it, but notice that the vortex looks super blurry when shown in a close-up. I was wondering if there's any ideal modifications to the render settings that I could make to prevent this from happening? Thank you for your time and have a nice day!
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Smoke Vortex Blurry When Rendering in Maya
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Hey,
Going inside the grid will surely give you less detail than looking at it from a distance, so it might be expected, but just to be sure - what is your grid resolution and what are your render settings? You could get a higher resolution that your grid's if you modulate or replace the smoke with a texture, in which case you might need to decrease your render step % so that it would capture the finer detail.
Cheers!Svetlin Nikolov, Ex Phoenix team lead
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Ah, then maybe this is not the answer you were hoping to hear, but the grid resolution is quite low, while the render resolution is quite high. Ideally, a voxel on the screen should be 1-10 pixels wide in order for the fluid to look crisp, so by zooming into the container this is further exacerbated. So this is why, aside from increasing the grid resolution and simulating all over again, adding a texture for extra detail at render might be an option...Svetlin Nikolov, Ex Phoenix team lead
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Well, knowing how it looks with 8 mil, in order to get 2 times more detail, you gotta increase the number of voxels along each of the 3 axes twice, which makes 8 -> 16 -> 32 -> 64M voxels. This would be an average sized sim based on what we've seen, but if this detail is still not enough, and you want 4 times more detail than the original 8, then this again becomes 64 -> 128 -> 256 -> 512M voxels, where 32 gigs of ram might not be enough unless you are simulating only smoke... If you have plenty of RAM and want to keep the shape and behavior of the sim, you can go with Resimulation - https://docs.chaosgroup.com/display/...e+Resimulation
Things can quickly escalate when looking for more detail at sim time, so make sure to give the tex mapping a chance With the new Phoenix 3.99 beta you can also use TexUVW export so that textures you map to a moving simulation flow with the fluid instead of being statically fixed in space - you can either map the smoke opacity or color with a texmap, as well as using it for displacement of the smoke from the rendering rollout. For example this simulation uses TexUVW for displacement of the liquid mesh so it moves along with the fluid, which is the same principle as for volume displacement: https://www.youtube.com/watch?v=BKUOxYHvyeASvetlin Nikolov, Ex Phoenix team lead
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