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(Resolved) [HOU-2097] V-Ray Volume Grid Cache SOP in 5?

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  • (Resolved) [HOU-2097] V-Ray Volume Grid Cache SOP in 5?

    I can't find the Volume Grid Cache in the SOP menu using the latest 5 release (and the previous nightly)

    In this tutorial
    https://docs.chaosgroup.com/display/...nvironment+Fog
    There is this line
    Then, we import it back through V-Ray Volume Grid Cache SOP (TAB Menu > V-Ray > V-Ray Volume Grid Cache).
    But I don't see this? am I looking in the wrong place or has it changed from 4>5?

    The Volume Grid Shader exists in /mat, but the Cache in SOP doesn't

    Thanks
    Ant
    Last edited by Gosho.Genchev; 21-12-2020, 02:59 AM.

  • #2
    Hi 4n7, can't find it too, but you don't actually need it, just use a "file" node to import your vdb files, and make sure you load them as "Packed disk Primitive".

    Click image for larger version

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    Best,
    David.
    David Anastácio // Accenture Song - VFX
    https://www.accenture.com/us-en/serv...visual-effects

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    • #3
      Thanks, I'll give this a try, i guess that makes sense, the start of the tutorial threw me off as it has this statement.

      Creating a fog in Houdini could be done with all available volume Houdini tools. As V-Ray is still in beta stage and does not support native Houdini volumes, there is a simple workaround to help us create and work with Houdini volumetrics. For the goal, we will export them with VDB and then load them in V-Ray Volume Grid.

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      • #4
        Originally posted by 4n7 View Post
        Creating a fog in Houdini could be done with all available volume Houdini tools. As V-Ray is still in beta stage and does not support native Houdini volumes, there is a simple workaround to help us create and work with Houdini volumetrics. For the goal, we will export them with VDB and then load them in V-Ray Volume Grid.
        That information is quite old actually. V-Ray currently supports the Houdini volumes directly (so for testing you can just render them directly) but before rendering on the farm (vrscenes rendering with standalone) you should still cache them to vdbs and render those caches. If you don't cache those volumes they will be written to the render files (vrscenes).

        Be mindful when using unpacked geometry, unpacked volumes, bgeos, any type uncached data, all data has to be stored somewhere when you render on the farm, and if they are not cached they need to be written to the vrscenes and you will end up with gigantic render files.

        There seems to be a lot of outdated information in the documentation unfortunately, and more users have also pointed that out.

        Best,
        David.
        David Anastácio // Accenture Song - VFX
        https://www.accenture.com/us-en/serv...visual-effects

        Comment


        • #5
          Hey 4n7 , david.anastacio ,

          Thank you for the heads up, I've notified the team and we'll update the page in the documentation space.

          Best regards!
          gosho.genchev@chaosgroup.com

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