Friday, June 22, 2012

Render-time Resolution Scaling of Smoke/Volumetric Effects




Sometime back we finished a show where the smoke was not looking as detailed as we would have liked. I then started working on an asset which is an attempt towards resolving this issue.

This asset is able to work on low resolution simulations modifying/adding more detail on it.
It uses the velocity of the fluid to advect the fluid (density field) and add some displacements (along a divergence free vector field calculated at render time) all at render time and is virtually resolution independent as the higher resolution volume is procedurally created from the lower resolution volumes.

For the following tests, the only fields cached out were:
1) Density
2) Velocity
3) Temperature

This approach sort of bypasses the need to resimulate at higher resolutions and
can be divided on the farm much like any ordinary rendering jobs (since the method does not require any information from/about the previous/next frame )


Rendertime UpResing of Volumes, comparison. from bhavesh pandey on Vimeo.

Will do a few other tests as well and update later.

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