Anyone have any tricks to help with getting extremely close to volume clouds? I’d like to use particle rendering for DOF speed. I was using voxels because they could fill out a greater area, and be sharp enough for my use (not sharp, mind you, but this is a stylized thing). However, DOF blur on voxel is ridiculously slow for very blurred areas.
I am currently partitioning one frame and it is animated with a skinwrap. Partitioning out the entire animation takes way too long and too much disk space for any change.
Thoughts I had:
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More Partitions - takes time to make, takes more time for the skin wrap to update as well
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Maybe some high-frequency noise jitter mixed with motion blur to get more samples? If I put the noise on top of the skinwrap modifier maybe that would help. Not sure if it would still have to re-skinwrap for every motion blur pass. I guess it would if I want the noise to update as well.
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Possibly some DOF blur making it out of focus to help fill in the gaps. (** This might be a nice feature, a setting to blur every particle X amount, like a minimum sharpness value… slower to render, but would be faster to setup in some cases than partitioning the hell out of stuff.)
Open to (and looking for) suggestions. Thanks!