[MtoA] cross-platform volume file names


The Arnold volume node uses the texture search path, so you don’t have to use an absolute path in the volume filename.

volume_texture_searchpath

So if you need to set up a Maya scene so that the OpenVDB volumes work on any platform, you could put an environment variable in the Texture Search Path

volume_env_var

Just note that support for volume filenames is still a little … rough. You can’t enter an absolute path in the aiVolume Filename box, then enter a texture search path, and expect MtoA to automatically export a relative path. That still needs to be implemented.

For now, here’s what to do:

  • When you first create the volume, load the vdb file and leave the full absolute path in the aiVolume Filename box.
  • Select the grids and set the other volume parameters.
  • Then set the texture search path and strip off the path from the volume file name (leaving just the file name).
  • Now the environment variable will control where Arnold looks for the vdb file.

The Arnold volume node also support environment variables, so you could do this:

volume_env_var_in_filename

But again, once you put the environment variable into the Filename, the path won’t be resolved inside Maya (but it will work when you render).

[HtoA] [Tip] Speeding up motion blur on VDB volumes


Merging your velocity vel.x, vel.y, and vel.z grids into a single vector grid using a Vdb Vector Merge node can speed up your renders.

vdb_vector_merge

You can safely ignore the “component grids have different transforms” warning on the VDB Vector Merge.  The x, y, and z components of the velocity have slightly different transforms because they located on the center of the cell faces in each direction; that’s coming from the marker-and-cell (MAC) grid used in the simulation.

If you really want to be precise with the velocities, you need to resample them on the same grid, say the density grid:
unnamed
Hat tips to Saber, Fred

[MtoA] Per-light AOVs for volumes


 

Arnold 4.2.12.2 added support for per-light AOVs for volumetrics.

Here’s how to set up per-light AOVs in MtoA 1.2.6.0:

  1. In the light Attribute Editor, enter a name for the light group.
  2. Create a custom AOV for the light group. Give the AOV a name that starts with “volume_”. For example, if the light group name is “red”, then the AOV name is “volume_red”.

aov_light_group