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Looks awesome! That was what I was getting at in post number 3 above. It seems fairly controllable, and makes for that nice falloff.
I wouldn't mind a little more "detail" in there, which might just be some grain added in post. Though possibly if you doubled the size of your texturemap and added some noise to it before simulating... Then you would get more fine streaks.. maybe?
Thanks! Yeah, I was wondering about the "more detail streaks" too. It's been a heck of a job to get this far, but knowing what I know now, it should just be a couple days of work instead of like a month haha. Also was reading how Phoenix and VRay atmosphere's conflict a bit, so need to try out Volume Geometry instead of default Volume, with VRay Atmosphere for doing a little atmosphere on there, though for Jupiter there seems to be nothing like that, but since this is scifi... .
Also one thing I had to fake a bit was light the planet straight on, and then do another render pass of where the sun SHOULD be, with rendering just a sphere and the shadow and comp it together. Was still getting a bit too many cloud bumps going on.
Some more tests...seeing what way less voxels do (20 million vs 320milion), and trying out TexUVW instead of just smoke RGB using the same map as the emission map to gain more detail....seems promising!
4k TexUV
Definitely more voxels are worth it. I think perhaps the extra waviness is not a little bit too much-- slightly too much amplitude, and the frequency is a hint too high. But these are really amazing results.
Actually, maybe it is a matter of masking the existing higher frequency detail a little bit with some lower frequency detail. So you have some areas that look like how you have, and some that are lower frequency.
Went back to the drawing board a bit, now I'm simming the smoke on a flat thin grid, similar to the wind tunnel tutorial. Here's a portion of the texture, just a test render for now. It's getting me pretty great results! Obviously making much better use of the grid as opposed to having a sphere in a cube
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