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View Full Version : Fluid rendering artifact when with pfx animation flickering


oglop
04-18-2006, 07:17 AM
watch my attached image below

basically i'm rendering pfx tree mesh (already converted into polygons) with fluid effects. But just then these weird artifacts come out,see the lower portion of the image,i mean the black dots scattered around the tree.

I am using Maya 7.0 build 200507192211 07/19/2005 unlimited edition , i know that with fluid i can not get correct alpha channel so i changed the fluid containter's color to black and incandescance to pure white and i can use the output image's rgb channel as my alpha cahnnel,this is the image attached.

I am instancing my fluid container ,so the cloud around the tree mesh r just my instancers.the weird thingy is when i render the cloud separately ,erverything goes well ,no artifacts ,but when the tree mesh comes in,problems occurs violently....I've tried whatever i know to reduce the artifact but got no luck.

I've

1. upper my fluid container shading quality and grid interpolation method but at the same time keep my render global setting as preview or low quality(this trick comes from the gnomon fluid tutorial series)

2. crank up my volume sample override value in my fluid container(found a similar symptom in this forum,that guy came across straight line artefacts when piling up fluid containers,and Know-it-all Duncan suggests improve volume sample override may solve the problem,and i've tried this)

3.changed camera output setting,from furthest visible depth to closest visible depth and fiddled around the settings but still no luck


the strange thing is when i break the transp channel connection of the leaf shader ,all this artefacts r gone,even without the tweaks i've made above...

u can just try that , drop a fluid container into ur scene,and make all grid off except density,i changed it to gradient, and drop any tree mesh into the scene ,i used the treeMesh-->oakWhiteMedium , and scale the pfx up and put it right in the volume of the fluid container,then convert the pfx tree into poly,and hit render ,and voila,the black dots artefacts come out...maybe not as obvious as my intended "alpha" pass but the artefacts r there and lead to flickering when it comes to frame sequence stage.but if i break the transp channel connection of the leaf shader,the artifacts r gone.tried to edit the leaf texture file in PS ,but PS 9.0 seems not be able to read the tif file?? i tried prefiltering (blur)the file in maya file node ,but no use.

and i know the method i'm using to get a fluid alpha pass is a lame,it actually rendered the fluid twice,once for the alpha pass and once for the fluid itself(my fluid has other color and incand setting) ,is there any other quick and dirty way to do this?

Duncan?


this is my fluid container setting ,actually it is an example in visor



// requires maya "7.0";
startAttrPreset( "fluidShape" );
blendAttrStr "displayColorChannel" "color";
blendAttrStr "notes" "This fluid creates a bank of volumetric cumulus clouds. There are no grids used, just the internal fluid texturing. The single internal light is used, and a textured Y Gradient incandescence helps simulate the blue ambient sky lighting. The effects of atmosphere are handled by a second fluid \"skyFog\", and volumeSamplesOverride is set to 4 to provide better depth integration between the two fluids.\r\nThe general density of clouds can be controlled using the opacity Input bias, and the scale of the clouds with the texture Frequency.\r\nIf one wished to paint the cloud regions then a density grid could be used. Set density to grid and change the opacity input from y gradient to density. Textured clouds will then appear where one paints density.\r\nThe clouds could be animated effectively by keying the textureTime and possibly the texture origin. A SpaceTime noiseType may also provide a better animated effect than Perlin. If one wishes to swirl the clouds animating the coordinate grid will work. To do this set the coordinateMethod to Grid and the density to dynamicGrid. (The density currently needs to be on, although you don\'t need to define any density) One can then push the coordinates with turbulence, velocity gradients or a dynamic velocity grid.\r\nThis node is slow to render, so one may wish to try rendering in hardware instead. There are no used grids on this node, so increasing the resolution only affects the hardware draw. Simply scale up the resolution (for example 240 16 240) and render in the hardware render buffer window. One may get better hardware results by using an imageplane background and hiding the skyFog node. Note that the hardware self shadowing currently has a fixed light direction and ignores any other lights in the scene. ";
blendAttr "visibility" 1;
blendAttr "intermediateObject" 0;
blendAttr "template" 0;
blendAttr "ghosting" 0;
blendAttr "useObjectColor" 0;
blendAttr "objectColor" 0;
blendAttr "overrideDisplayType" 0;
blendAttr "overrideLevelOfDetail" 0;
blendAttr "overrideShading" 1;
blendAttr "overrideTexturing" 1;
blendAttr "overridePlayback" 1;
blendAttr "overrideEnabled" 0;
blendAttr "overrideVisibility" 1;
blendAttr "overrideColor" 0;
blendAttr "lodVisibility" 1;
blendAttr "identification" 0;
blendAttr "layerRenderable" 1;
blendAttr "layerOverrideColor" 0;
blendAttr "ghostingControl" 0;
blendAttr "ghostPreSteps" 3;
blendAttr "ghostPostSteps" 3;
blendAttr "ghostStepSize" 1;
blendAttr "ghostRangeStart" 0;
blendAttr "ghostRangeEnd" 100;
blendAttr "motionBlur" 1;
blendAttr "visibleInReflections" 0;
blendAttr "visibleInRefractions" 0;
blendAttr "castsShadows" 0;
blendAttr "receiveShadows" 0;
blendAttr "maxVisibilitySamplesOverride" 0;
blendAttr "maxVisibilitySamples" 1;
blendAttr "geometryAntialiasingOverride" 0;
blendAttr "antialiasingLevel" 1;
blendAttr "shadingSamplesOverride" 0;
blendAttr "shadingSamples" 1;
blendAttr "maxShadingSamples" 1;
blendAttr "volumeSamplesOverride" 1;
blendAttr "volumeSamples" 15;
blendAttr "depthJitter" 0;
blendAttr "ignoreSelfShadowing" 1;
blendAttr "primaryVisibility" 1;
blendAttr "tweak" 0;
blendAttr "relativeTweak" 1;
blendAttr "displayImmediate" 0;
blendAttr "displayColors" 0;
blendAttr "ignoreHwShader" 0;
blendAttr "opposite" 0;
blendAttr "smoothShading" 1;
blendAttr "boundingBoxScaleX" 1.5;
blendAttr "boundingBoxScaleY" 1.5;
blendAttr "boundingBoxScaleZ" 1.5;
blendAttr "featureDisplacement" 1;
blendAttr "initialSampleRate" 6;
blendAttr "extraSampleRate" 5;
blendAttr "textureThreshold" 0;
blendAttr "normalThreshold" 30;
blendAttr "currentTime" 43;
blendAttr "startFrame" 1;
blendAttr "disableInteractiveEval" 0;
blendAttr "is2d" 0;
blendAttr "resolutionW" 40;
blendAttr "resolutionH" 12;
blendAttr "resolutionD" 40;
blendAttr "dimensionsW" 10;
blendAttr "dimensionsH" 3;
blendAttr "dimensionsD" 10;
blendAttr "doFields" 1;
blendAttr "doEmission" 1;
blendAttr "inheritFactor" 0;
blendAttr "slices" 2;
blendAttr "voxelQuality" 1;
blendAttr "drawSubVolume" 0;
blendAttr "subVolumeCenterW" -1;
blendAttr "subVolumeCenterH" -1;
blendAttr "subVolumeCenterD" -1;
blendAttr "subVolumeSizeW" -1;
blendAttr "subVolumeSizeH" -1;
blendAttr "subVolumeSizeD" -1;
blendAttr "boundaryDraw" 5;
blendAttr "drawHeads" 1;
blendAttr "velocityDraw" 0;
blendAttr "velocityDrawLength" 1;
blendAttr "velocityDrawSkip" 1;
blendAttr "shadedDisplay" 1;
blendAttr "opacityPreviewGain" 0.5;
blendAttr "wireframeDisplay" 0;
blendAttr "numericDisplay" 0;
blendAttr "hardwareSelfShadow" 1;
blendAttr "coordinateMethod" 0;
blendAttr "overrideTimeStep" 4;
blendAttr "simulationRateScale" 1;
blendAttr "gridInterpolator" 0;
blendAttr "solver" 1;
blendAttr "solverQuality" 20;
blendAttr "highDetailSolve" 0;
blendAttr "boundaryX" 1;
blendAttr "boundaryY" 1;
blendAttr "boundaryZ" 1;
blendAttr "massConversion" 1;
blendAttr "falloffMethod" 0;
blendAttr "densityMethod" 0;
blendAttr "densityGradient" 6;
blendAttr "densityScale" 0.5;
blendAttr "densityDissipation" 0;
blendAttr "densityDiffusion" 0;
blendAttr "densityBuoyancy" 1;
blendAttr "gravity" 9.800000191;
blendAttr "velocityMethod" 0;
blendAttr "velocityGradient" 4;
blendAttr "velocityScaleX" 1;
blendAttr "velocityScaleY" 1;
blendAttr "velocityScaleZ" 1;
blendAttr "viscosity" 0;
blendAttr "friction" 0;
blendAttr "velocitySwirl" 0;
blendAttr "velocityDamp" 0;
blendAttr "turbulenceStrength" 0;
blendAttr "turbulenceFrequency" 0.200000003;
blendAttr "turbulenceSpeed" 0.200000003;
blendAttr "turbulenceRes" 10;
blendAttr "temperatureMethod" 0;
blendAttr "temperatureGradient" 4;
blendAttr "temperatureScale" 1;
blendAttr "temperatureDissipation" 0.1;
blendAttr "temperatureDiffusion" 0.1;
blendAttr "temperatureTurbulence" 0.1000000015;
blendAttr "buoyancy" 3;
blendAttr "colorMethod" 0;
blendAttr "colorDissipation" 0;
blendAttr "colorDiffusion" 0;
blendAttr "fuelMethod" 0;
blendAttr "fuelGradient" 4;
blendAttr "fuelScale" 1;
blendAttr "reactionSpeed" 0.05000000075;
blendAttr "fuelIgnitionTemp" 0;
blendAttr "maxReactionTemp" 1;
blendAttr "heatReleased" 1;
blendAttr "lightReleased" 0;
blendAttr "lightColorR" 1;
blendAttr "lightColorG" 1;
blendAttr "lightColorB" 1;
blendAttr "matteOpacityMode" 2;
blendAttr "matteOpacity" 1;
blendAttr "selfShadowing" 0;
blendAttr "quality" 8;
blendAttr "renderInterpolator" 3;
blendAttr "color[0].color_Position" 0;
blendAttr "color[0].color_ColorR" 0;
blendAttr "color[0].color_ColorG" 0;
blendAttr "color[0].color_ColorB" 0;
blendAttr "color[0].color_Interp" 0;
blendAttr "colorInput" 0;
blendAttr "colorInputBias" 0;
blendAttr "opacity[0].opacity_Position" 0.4357142746;
blendAttr "opacity[0].opacity_FloatValue" 0.01999999955;
blendAttr "opacity[0].opacity_Interp" 1;
blendAttr "opacity[1].opacity_Position" 1;
blendAttr "opacity[1].opacity_FloatValue" 0.9399999976;
blendAttr "opacity[1].opacity_Interp" 1;
blendAttr "opacity[2].opacity_Position" 0.4785709977;
blendAttr "opacity[2].opacity_FloatValue" 0.3600000143;
blendAttr "opacity[2].opacity_Interp" 1;
blendAttr "opacity[3].opacity_Position" 0.5928571224;
blendAttr "opacity[3].opacity_FloatValue" 0.6000000238;
blendAttr "opacity[3].opacity_Interp" 1;
blendAttr "opacity[4].opacity_Position" 0.8000000119;
blendAttr "opacity[4].opacity_FloatValue" 0.8199999928;
blendAttr "opacity[4].opacity_Interp" 1;
blendAttr "opacity[5].opacity_Position" 0.3785714209;
blendAttr "opacity[5].opacity_FloatValue" 0;
blendAttr "opacity[5].opacity_Interp" 1;
blendAttr "opacityInput" 2;
blendAttr "opacityInputBias" 0.09907999635;
blendAttr "transparencyR" 0.2396599948;
blendAttr "transparencyG" 0.2396599948;
blendAttr "transparencyB" 0.2396599948;
blendAttr "shadowOpacity" 0.7184399962;
blendAttr "incandescence[3].incandescence_Position" 0;
blendAttr "incandescence[3].incandescence_ColorR" 1;
blendAttr "incandescence[3].incandescence_ColorG" 1;
blendAttr "incandescence[3].incandescence_ColorB" 1;
blendAttr "incandescence[3].incandescence_Interp" 1;
blendAttr "incandescenceInput" 0;
blendAttr "incandescenceInputBias" -0.06304000318;
blendAttr "glowIntensity" 0;
blendAttr "specularColorR" 0;
blendAttr "specularColorG" 0;
blendAttr "specularColorB" 0;
blendAttr "cosinePower" 20;
blendAttr "environment[0].environment_Position" 0;
blendAttr "environment[0].environment_ColorR" 0;
blendAttr "environment[0].environment_ColorG" 0;
blendAttr "environment[0].environment_ColorB" 0;
blendAttr "environment[0].environment_Interp" 0;
blendAttr "dropoffShape" 2;
blendAttr "edgeDropoff" 0.3636600077;
blendAttr "contrastTolerance" 0.01999999955;
blendAttr "heightField" 0;
blendAttr "surfaceRender" 0;
blendAttr "surfaceThreshold" 0.009999999776;
blendAttr "surfaceTolerance" 0.1000000015;
blendAttr "softSurface" 0;
blendAttr "refractiveIndex" 1.799999952;
blendAttr "sampleMethod" 0;
blendAttr "realLights" 0;
blendAttr "directionalLightX" 0.5;
blendAttr "directionalLightY" 0.1400000006;
blendAttr "directionalLightZ" -4;
blendAttr "textureType" 0;
blendAttr "colorTexture" 0;
blendAttr "colorTexGain" 1;
blendAttr "incandTexture" 1;
blendAttr "incandTexGain" 1;
blendAttr "opacityTexture" 1;
blendAttr "opacityTexGain" 1.126199961;
blendAttr "invertTexture" 0;
blendAttr "amplitude" 0.9805799723;
blendAttr "ratio" 0.4711000025;
blendAttr "threshold" 0;
blendAttr "textureScaleX" 1;
blendAttr "textureScaleY" 1;
blendAttr "textureScaleZ" 1;
blendAttr "textureOriginX" 0;
blendAttr "textureOriginY" 0;
blendAttr "textureOriginZ" 0;
blendAttr "depthMax" 4;
blendAttr "frequency" 1.15704;
blendAttr "frequencyRatio" 2.933799982;
blendAttr "inflection" 1;
blendAttr "textureTime" 0.03549319878;
blendAttr "billowDensity" 1;
blendAttr "spottyness" 0.1000000015;
blendAttr "sizeRand" 0;
blendAttr "randomness" 1;
blendAttr "falloff" 2;
blendAttr "numWaves" 5;
blendAttr "implode" 0;
blendAttr "implodeCenterX" 0;
blendAttr "implodeCenterY" 0;
blendAttr "implodeCenterZ" 0;
blendAttr "cacheDensity" 0;
blendAttr "loadDensity" 1;
blendAttr "cacheVelocity" 0;
blendAttr "loadVelocity" 1;
blendAttr "cacheTemperature" 0;
blendAttr "loadTemperature" 1;
blendAttr "cacheColor" 0;
blendAttr "loadColor" 1;
blendAttr "cacheReaction" 0;
blendAttr "loadReaction" 1;
blendAttr "cacheTextureCoordinates" 1;
blendAttr "loadTextureCoordinates" 1;
blendAttr "cacheFalloff" 0;
blendAttr "loadFalloff" 1;
blendAttr "collide" 1;
blendAttr "objectType" 2;
blendAttr "surfaceShaderDepth" 1;
blendAttr "coordinateSpeed" 0.200000003;
blendAttr "miOverrideCaustics" 0;
blendAttr "miCausticAccuracy" 64;
blendAttr "miCausticRadius" 0;
blendAttr "miOverrideGlobalIllumination" 0;
blendAttr "miGlobillumAccuracy" 64;
blendAttr "miGlobillumRadius" 0;
blendAttr "miOverrideFinalGather" 0;
blendAttr "miFinalGatherRays" 1000;
blendAttr "miFinalGatherMinRadius" 0;
blendAttr "miFinalGatherMaxRadius" 0;
blendAttr "miFinalGatherFilter" 1;
blendAttr "miFinalGatherView" 0;
blendAttr "miOverrideSamples" 0;
blendAttr "miMinSamples" 1;
blendAttr "miMaxSamples" 2;
endAttrPreset();

oglop
04-18-2006, 09:32 AM
btw,some guy came up with a similar symptom,check this thread

http://forums.cgsociety.org/showthread.php?t=212490&highlight=closest+visible+depth

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04-18-2006, 09:32 AM
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