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Tried DireWorks example using a larger primitive.
I created a larger cube, exported and reimported as obj.
Then added explosion VDB as before (also threw a point light in to see what would happen)
Almost there, but it was still clipped at the top
EDIT:
Third attempt. I'm happy with that as a test.
Wish Daz had made the instructions clearer though.
The white square on the floor is the inside of the cube, just nudge it 0.1 on the Y-axis to move it below the floor and get shadows
From what I can tell vdb auto scales to the container object.
I agree that it would be nice to have a way to scale the vdb separately.
Logic dictates that's what should happen, but I wish Daz would tell me what I need to click to achieve it.
Not sure i made a test just now and updated my elementary tutorial on DA with a comparison with various box primitives with different original dimensions so there(not there they maybe?) are all at 100% scale
It looks like a matter of unit setup of the source vdb file, 1 does thing in mt 1 in cm, one in Ft
the vdb file used is the explosion.vdb from the openvdb archive
and try to move the orign, useless(maybe not) but cool :)
I think the weird ground shadow artifacting with the domain geometry at Y axis 0 is a bug.
Increase Y of the container; I think that's basically a weird z fighting artifact of the container and the floor. Given the container is invisible I'm not sure why it would fight, but I've seen that in a bunch of situations with surfaces.
It isn't a bug - it is a feature, http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log_4_20_0_2#4_15_1_90
Thje default is 1 because that is, for multiplication - which is what this is - the identity operation (it leaves the base value unchanged).
VBDs scale in DS as far as I can tell.
OK, the real significant statement here (for me) was "This parameter only has meaning in the context of a surface named "Volume" When you use a DS primitive to start with, the surface is named Default. I selected the Geometry Editor tool and went to the Tool Settings pane and changed the surface name from Default to Volume and now Clip To Geometry works the way you'd think it should.
I don't really understand the thought process behind requiring a specific surface name. A person wouldn't apply the new volume shader to any surface that they didn't want it to apply to.
Here is the OpenVDB explosion in a 1 cm default primitive cube with Clip to Geometry Off.
This make sense, thanks Richard for the clarification.
Yes, they scale fine for me. I just used the Parameters pane to scale the cube that has my Volume surface and VDB file.
I think next time dForce explodes I'll add a volume explosion and call it a scene.
Thanks for all the discussion in this thread. I started messing with volumetrics today and this was a big help! I appreciate all the work everyone did to start figuring this out
Here's what I put together with what I learned reading this thread:
I've been waiting for this sort of thing since I started dabbling in Daz Studio years ago.
Figured out how to properly export volumes from C4D.
It uses plugins or its a native feature?
....ready to hammering my piggy bank
I used X-Particles. What I did before was mesh an X-Particles simulation, then turn that mesh into a volume, which is why it came out so janky. Now that I know how to export volumes straight out of X-Particles, I have a lot more options.
The downside with Daz's implementation as it currently is is that the shader has a field for volume fields. The volume I exported has three channels, so I have three cubes, all with the same volume, but using different channels, and apparently only one will render at a time.
I did, however, play around with the absorption and scatter multipliers, and this came out.
Hilarious discovery: I tried to solve this problem by slightly offsetting the cubes from each other, and things started getting wacky.
I'm with barbult on the above, but specifically:
I'm puzzled too, only reason I can think is that there's an internal Daz problem to do with surface names/properties and this is a fudge to get around it.
beautiful, and the checker effect is brlliant :)
To anyone who's playing in Embergen, how easy is it to make "weird' stuff? Effects that look like magic or... anything besides smoke, clouds and fire?
There is, I gather, a distinction in Iray between volume textures and volume objects which introduces certain limitations and requirements.
Did you not see Stonemason's example on page 2 of this thread?
Stonemason (pg 2 of this thread) also suggested setting Absorption Offset to Black as well as Scattering Offset.
So for our education, which of those is what is being used in the new 4.20 volumetric shader? Since it is a surface shader, I would guess "volume texture". But since we have to add a VDB file that defines a 3 dimensional shape, it might be "volume object".
There is quite a bit of detail in http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log_4_20_0_2#4_15_1_90
I did that. Same thing. Not sure what I'm doing wrong, but I've given it up for now :)
I’m still on DS 4.14 beta because 4.15 and above crashes with my 1080ti. Are you saying DS 4.20 works with a 1080ti without crashing?