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BA shader too soft

 
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Marc-Andre



Joined: 09 Mar 2005
Posts: 22
Location/Company/Country: Ubisoft Montreal Canada

PostPosted: Wed Oct 10, 2007 7:29 pm    Post subject: BA shader too soft Reply with quote

Hi Holger,

I'm trying to make a more pyroclastic cloud but it seems I cannot get hard edges. I have only one Fractal4D and it is sharp between the two colors and still my result is a mix between sharp and blurry around each particle.
Know what I do wrong?
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Marc-André Carbonneau
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Ubisoft Digital Arts
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Marc-Andre



Joined: 09 Mar 2005
Posts: 22
Location/Company/Country: Ubisoft Montreal Canada

PostPosted: Mon Oct 15, 2007 1:05 pm    Post subject: Reply with quote

Hello? Holger?
Still no answer, did you try my problem on your side?
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Marc-André Carbonneau
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schoenberger
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Joined: 02 Mar 2005
Posts: 3786

PostPosted: Mon Oct 15, 2007 5:15 pm    Post subject: Reply with quote

Have somehow overseen your post...

Ok, the contrast min/max sliders in the fractal are very close to each other to get a fast falloff?

There was a sample scene with a pyroclastic cloud in the old version:

The example above is still a bit soft on the edge, the other example is the sponge scene in v3.0. But a harder egde than those samples are probably not possible.

Some hints:
You definately have to enable normal shading, I would suggest the lambert shading type.
Then you can try to increase the contrast on the first site of the in the volume shader PPG.
And you will get flickering as you probably won't get that small cell sizes, so you should try full raytrace like in the sponge sample scene.
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Holger Schönberger
Binary Alchemy - digital materialization
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