This page provides information on the V-Ray PhxShaderSim node.
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The V-Ray VolumeGrid Shader divides its parameters into several tabs:
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The V-Ray VolumeGrid Shader also provides several rendering presets for specific types of simulations. They are accessible through the gear icon:
1) By tracing the velocity for a specific voxel backwards and stretching the content for the newly found voxel at position (current voxel + velocity*-1). This is the closest to what Mantra seems to be doing, which is directly stretching the content for the currently shaded voxel. If you'd like to set up V-Ray to render volumetric motion blur this way, you need to set an option on the volume grid, like this: " setAttr "VRayVolumeGrid1.mbgrid" 1; ". By default, this is set to 0. It won't look exactly like Mantra but should produce good results. You may also need to tweak the Motion Blur Multiplier option. 2) The default option expects grid velocity information to be present around the content (e.g. density) of the blurred voxel. This works really well for simulations where the entire velocity grid's bounding box contains velocity information but may give you trouble if you've generated a VDB with a random velocity field right around the edges of the density. In such cases, the density is stretched as far as the velocity vectors go, and abruptly ends there. |