The beauty behind this system is that it entirely ignores empty cells decreasing memory and disk usage while making the rendering of volumes much faster. The smaller the voxel size, the more detailed the object will be. These cells are Voxels and act much like pixels in an image, but representing 3D volumetric shapes. The key element in OpenVDB is the grid, more precisely "the efficient storage and manipulation of sparse volumetric data discretized on three-dimensional grids." Think of grids as an object’s bounding box that can be subdivided into smaller cells where something exists (such as a surface, points, particles…) while ignoring the empty cells, hence the "sparse" part of the description. This provides fog-like raymarched volumetric rendering of thin particles such as smoke and fire.įluids, on the other hand, will mostly be generated as polygonal surfaces - called Iso Surfaces - using the OpenVDB Evaluator found in the Object Properties Object Replacement dropdown menu. In most cases, gases are handled by the OpenVDB Primitive type introduced in 2018 with a dedicated node editor. ![]() This toolset was developed by DreamWorks Animation, primarily by Ken Museth, Peter Cucka, Mihai Aldén and David Hill, for use in volumetric applications typically encountered in feature film and expands on this foundation providing backward compatibility with Lightwave’s existing particle simulation tools - ParticleFX and Flocking - while also introducing a new workflow for entirely VDB-based simulations. LightWave 2018 introduced us to the importation of existing OpenVDB simulations, but Lightwave 2019 presents a robust framework based upon the industry-standard OpenVDB toolset.
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