Closed renderdude closed 7 months ago
To setup a RGBGridMedium is completely non-obvious. (I really should make some help cards for some of this stuff, or at least a walk through YouTube video.)
To use the RGBGridMedium pbrt-v4 requires 6 volume fields instead of the normal 1 for a simple density based smoke field.
The 6 fields it requires are
sigma_a.[rgb]
(absorption)sigma_s.[rgb]
(scattering)I've attached a simple example that shows how to set it up. It focuses on using the Cd fields in a sim, then converting the Cd fields to sigma_s. Then depending on the look you want you can derive sigma_a in different ways. (Which is what the Switch SOP demos).
Also, NanoVDBs are supported too. Which mean in your Houdini scene you can work with straight VDB primitives, and as long as you have nanovdb_convert
(part of the OpenVDB distribution) in your path then your VDB prims will automatically be converted.
Pretty much any input pbrt-v4 supports, the converted can handle. Though as you've seen some guidance may be needed, so feel free to ask other questions (preferably as other tickets).
Thanks. That's what I'm looking for. Now to translate it over to a .hip file. Can we make an 'examples' directory in the repo and start adding a few of these there?
Yup I'll add the example hip in the previous comment as well as a few others to the repo.
Great stuff Jim.
Do you have an example of how to setup an RGBGridMedium? I was trying to use a billowy smoke pyro sop, but I can't get it to export the material.
I was able to use a straight volume and a cloud medium, but for a project need a wispier source.