海底浓烟,低分辨率测试。





三个低分辨率的海底浓烟测试,可能有的视频也不太像海底浓烟……
最后一个006,是用Hermite方式解算的,质量确实提升了一大截。可是代价很大,分辨率也不高,速度慢的跟做科学运算似的,这在生产中简直要了个血命了。
3 low rez underwater smoke tests, probably don't look like it anyway.
The last one used Hermite Interpolation Method, quality seems to be a lot better, but the speed is super slow even with this resolution setting. It'll be useless in real production.

Maya视图中的预览,有的时候密度对比度太大的地方会碎成小块,不影响渲染的。
Preview in maya some times breaks in the area where the contrast of density value is too high, it will disappear in render.

海底浓烟的动态,现在有了新的认识,可能过一段再过个高质量的版本吧。
原文地址:https://www.cnblogs.com/ovspianist/p/1865432.html