Hello,
I'm working with lots of Volume grids in the scene, even when most of them are hidden or disabled, the viewport is playthrough is quite laggy, I use VDB cache imported from FumeFX . Often volume grids overlap one another, in those cases I cannot hide them. I end up rendering for prievew 5-10 minute a frame(vray settings render time limit) for acceptable resolution, 5-10 minutes adds up quickly into few hours of render just to see if smoke animation is acceptable. Are there more practical way to work with Volume grids other than what I'm currently doing?
Another question regarding Volumetric Geometry. It seems that GPU does much faster work compared to CPU, are the results on the same quality? Documentation states that Volumetric Geometry should be used when volumetrics overlap each other and for render element export. I don't see the difference when I'm trying to export atmosphere, can anyone explain what exactly the purpose and proper usage of Volumetric Geometry.
I'm working with lots of Volume grids in the scene, even when most of them are hidden or disabled, the viewport is playthrough is quite laggy, I use VDB cache imported from FumeFX . Often volume grids overlap one another, in those cases I cannot hide them. I end up rendering for prievew 5-10 minute a frame(vray settings render time limit) for acceptable resolution, 5-10 minutes adds up quickly into few hours of render just to see if smoke animation is acceptable. Are there more practical way to work with Volume grids other than what I'm currently doing?
Another question regarding Volumetric Geometry. It seems that GPU does much faster work compared to CPU, are the results on the same quality? Documentation states that Volumetric Geometry should be used when volumetrics overlap each other and for render element export. I don't see the difference when I'm trying to export atmosphere, can anyone explain what exactly the purpose and proper usage of Volumetric Geometry.
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