VDB Volumetrics in Daz Studio 4.20

Okay, so I've been trying out the new volumetrics, and in terms of effect, so far they're looking pretty good. However, I did hit a sizeable snag when I tried to use some open source VDB files in Daz Studio. These include some of the volumetric items on the Open VDB website.

So, long story short there seems to be some severe clipping issues when importing the VDB file into Daz Studio. More accurately, I'm only getting 1/4 of the actual full VDB showing up in the scene. The 'center' of the volume seems to be one of the corners of the cube, so it cuts off the remaining volume. It doesn't matter how I rescale or display it, the same is true.

The other problem is one of rotation, but that can be fixed by rotating the cube at least.

Now, my first instinct was to assume this was the VDB file itself. Except, loading it into Blender shows the full volume, no issues at all, and correctly oriented.

Has anyone else experienced this oddness with volumes in Daz Studio, and is there a setting somewhere I might have missed to get it to properly center the imported volumes?

I've attached a copy of the imported volume as it appears in iRay within Daz as well as how it's supposed to look in Blender.

VDB Clip 1.JPG
643 x 667 - 35K
VDB Clip 2.JPG
675 x 742 - 44K

Comments

  • barbultbarbult Posts: 24,240

    There are already other forum  threads on the volume feature. One of those references a significant section of the Daz change log. Essentially, in order for the clipping control to work, the surface has to be named "Volume". Search out those threads in the forum. I am not on a machine where I can do that for you now.

  • StonemasonStonemason Posts: 1,180
    edited February 2022
    Make sure 'clip to geometry' is off in the surface settings
    Post edited by Stonemason on
  • barbultbarbult Posts: 24,240

    Stonemason said:

    Make sure 'clip to geometry' is off in the surface settings

    Which works only if the surface name is "Volume" according to Daz documentation (change log).

This discussion has been closed.