For a particle animation I need to smooth out the effect I already got. Even if I go up to millions of particles, I'll see the single ones in the darker density areas. The luminous amount is controlled by the particle density. The effect itself looks nice, but I need to get rid of the "grain". Are there any tricks?
I tried to use a grid in the same plane as the particles which uses an ice tree with "get closest points". The amount of points in a certain area the controls a weight map value. Unfortuntely this takes way too much time to calculate as the grid needs to be very dense.
I wonder if there any other tricks to make this look better. After all this seems to be a quite common effect type.
Cheers
Pancho
Smooth partikel rendering
Re: Smooth partikel rendering
To render point clouds you'll need something like this:
http://www.mootzoid.com/wb/pages/softim ... emrpc4.php
Also, Fury from Exocortex does that. http://exocortex.com/plugins/fury2
You can also play with using "blobs" as particles (see SI documentation) and using the volume shader. It may be tricky to get what you want.
http://www.mootzoid.com/wb/pages/softim ... emrpc4.php
Also, Fury from Exocortex does that. http://exocortex.com/plugins/fury2
You can also play with using "blobs" as particles (see SI documentation) and using the volume shader. It may be tricky to get what you want.
Re: Smooth partikel rendering
Thanks for the tip, but I guess that's not really what I'm looking for (the plug ins). They would just enable me to render a higher amound of particles, but the problem of the graininess would still exist in certain areas. Meshing the whole thing would give me the same problems. Just a few particles in an area would cause wholes in the mesh.Probaly I need to use sprites with a diameter depending on the particle density. The higher the density, the smaller the radius.
Or I need to do it in post.
But thanks!!!
Or I need to do it in post.
But thanks!!!
Re: Smooth partikel rendering
I'm not sure sprites would work to well if it was animated. The blobs I was referring too aren't meshes, just the way volumes of volume particles are blended, it might be worth a try.
Fury lets you blur and blend particles to get a perfectly smooth and noise free effect. It can look quite nice but it is a bit expensive so depends how much you need it.
I haven't used rpc but I think it can do the same.
Just some thoughts.
Fury lets you blur and blend particles to get a perfectly smooth and noise free effect. It can look quite nice but it is a bit expensive so depends how much you need it.
I haven't used rpc but I think it can do the same.
Just some thoughts.
Re: Smooth partikel rendering
Hey Pancho, I read this a while back and it stuck. Basically I'm curious too if it's possible to do this type of render out of the box, with MR. I came up with something: maybe it's already useful the way it is but I'm sure it can be improved upon.
It's a compound that sets size and transparency on particles depending on density, with some adjustable parameters. In combination with a (very simple) spritesetup in the rendertree and the right MR settings it flies through large numbers of particles easily - about a minute for a full HD frame w/1.000.000 particles (actually, amount of particles is less of influence than screen area covered).
It's a compound that sets size and transparency on particles depending on density, with some adjustable parameters. In combination with a (very simple) spritesetup in the rendertree and the right MR settings it flies through large numbers of particles easily - about a minute for a full HD frame w/1.000.000 particles (actually, amount of particles is less of influence than screen area covered).
Re: Smooth partikel rendering
Here's the compound + example scene. I've added a cached pointcloud plus an image to use as sprite. Probably makes quite a difference what image you use.
About the scene and MR: it's essential to use rasterizer and set all to lowest values, except for the max depth and refraction values. All other methods take ages to render.
http://filetransfer.snackbardesiree.com ... mple03.rar
Please feel free to comment, improve, or whatnot. I added some comments in the compound to explain my muddled mathematical mucking about.
About the scene and MR: it's essential to use rasterizer and set all to lowest values, except for the max depth and refraction values. All other methods take ages to render.
http://filetransfer.snackbardesiree.com ... mple03.rar
Please feel free to comment, improve, or whatnot. I added some comments in the compound to explain my muddled mathematical mucking about.
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