Thank you for this video. After searching youtube and google, I'm actually shocked at how little information there is for using redshift specifically with xp xplosia. You'd think Insydium would have more Redshift specific tutorials but they sell Cycles 4D so it's not surprising. In a perfect world we'd have Cycles' volume rendering combined with Redshift's everything else lol
Thank you! Great tutorial and just what I needed. There is so little info out there on how to do this. I like the parallel Redshift and Cycles approach because I have both. Great tip about the Color Channel and caching.
Excellent! I misspoke on the color channel thing. Color should be transferred from the particle color and not the EFX display color. I may do some tests to make sure I have that right.
Voxel size needs to be reduced to a point where you don't notice the voxels as much. You can also tweak the mapping values to eat away at the edges like I showed near the end, which creates a less dense look but helps remove the blockiness.
Thank you for this video. After searching youtube and google, I'm actually shocked at how little information there is for using redshift specifically with xp xplosia. You'd think Insydium would have more Redshift specific tutorials but they sell Cycles 4D so it's not surprising. In a perfect world we'd have Cycles' volume rendering combined with Redshift's everything else lol
Yeah I’d love to see Redshift upgrade their volume rendering features. It’s pretty weak. I think Arnold is the best of the big 3 for volumes.
Thank you! Great tutorial and just what I needed. There is so little info out there on how to do this. I like the parallel Redshift and Cycles approach because I have both. Great tip about the Color Channel and caching.
Excellent! I misspoke on the color channel thing. Color should be transferred from the particle color and not the EFX display color. I may do some tests to make sure I have that right.
exactly what i was looking for! Thanks a lot
Any suggestions to stop my simulations looking like they are comprised of cube voxels I messed with substeps resolutions not sure whats messed up.
Voxel size needs to be reduced to a point where you don't notice the voxels as much. You can also tweak the mapping values to eat away at the edges like I showed near the end, which creates a less dense look but helps remove the blockiness.
thanks!