Tutorial Rendering Animated VDB Volumetrics in Daz Studio Using Texanim
This Tutorial in MHTML format which should open in any browser ( and there's no virus in there contrary to what google hypothesized )
https://drive.google.com/file/d/1yTjKCBRM3o8N3Sp3Z2LvYULaC1Ch_Y2y/view?usp=sharing
hi there babies i am your Host, the Legendary Amycorn
today we will be rendering animated volumetrics in Daz Studio
we will be using Jacques' free Daz Script named TexAnim 2022
The free TexAnim2022 script can be found here: https://sites.google.com/site/mcasualsdazscripts/texanimfords3
First we must get our hands on some free series of .vdb files
So we go to openvdb.com or what was it what was it?
https://jangafx.com
we go in , Downloads, Free VDB Examples section of janga FX
we pick the smaller one that has only 128 frames so 128 vdb files
we're talking 1.7 gigabytes my man or woman if you are one
we unzip the 1.7 gigabyte archive in
are you paying attention?
just checking
so we unzip it in our download folder
we locate the vdb files
in this case the path to the VDB files is
C:\Users\jacqu\Downloads\TornadoLoopingVDB\TornadoLooping\TornadoVDB
we copy this path so we can use it in a minute or 5
we open Daz Studio
Now babies what we want to do is have 2 instances of the tornado
one of the tornados will be smaller and Yellow
the other tornado will be HotPink and encompass the smaller one
yes i used the word encompass, experts like me use those words
anyway
we now create 2 primitive spheres
it could be a cube but that's so, you know, blocky
anyway
those 2 spheres are just stand-ins for our tornados
but that's not all
i bet you thought, woop tee doo we're done
not so fast Bob we're just starting
so we select sphere and we rename it Tornado1 and the other, Tornado2
remember those names, with capital Ts for later
we select Tornado1, we go in Daz Studio's Tools Tab
We change the Active Tool to Geometry Editor
we select the material named 'Default' and we change its name to Volume with a capital V
we do i mean you do the same for Tornado2
i think the reason is that iRay or Daz Studio will treat that surface as a volume
So, we worked so hard but we're far from done, Rickles
we select the Tornado1 sphere surface now named Volume with a capital V
we go in your main Daz Studio Content folder
we go deeper than that
we go in Shader Presets\Iray\Daz Volume
and we apply the Volume shader named "Simple OpenVDB MDL Volume"
Now we go in the surfaces tab
and TADA the surface is no longer an uber iray shader it's a volumetric shader
did you notice, there's a Volume File property
so we click on that and select one of our vdb files
C:\Users\jacqu\Downloads\TornadoLoopingVDB\TornadoLooping\TornadoVDB\tornado_0064.vdb
that's the middle of our animated suite of vdb files
our Tornado became visible but it's imprisoned in the sphere
so we check the other Volumetric Shader properties
and we turn off the "Clip to geometry" option
now our Jinny is out of the bottle
but the tornado is laying on the ground
that's normal and due to different software's choices of X Y Z axis
so we go "pffft we know how to fix that"
and we x-rotate our Tornado sphere minus 90 degrees
then we move it up by, say, 300 centimeters until it stands on the ground
we repeat the process for Tornado2's sphere
but we shrink it down say 69% and X-scale 33% and Y-Scale 33%
so that Tornado1 encompasses Tornado 2
set the color of the tornados using the Scattering Multiplier of the volume shader
set the density of your tornados using the Density Multiplier
note that lights and emissive surfaces will light up the smoke/dust
i think some people use this to add fire to volumetrics
now listen, just you listen as RobertPlant sang
The Scattering Multiplier by default is limited to RGB 1.0, 1.0, 1.0
if you go in this channel's "Parameter settings" panel
you can turn off the limits
then you can pump the value of your color to whatever, in my case
3.0 0.0 0.1 for the HotPink Tornado1
and 3.0 1.0 0.0 for the Yellow Tornado2
But beware, babies, that Daz studio may reinstate the limits next time you load this scene
ok so we know how a comatose tornado looks like
To allow Texanim ( insert trumpet sounds here ) to do its job of animating the two Tornados
we must write a small text file which we will call The Job File
long ago in the 2000's and 2010s Texanim only animated run of the mill surface properties
but later the Normal maps of the DSDefault shader was added
then in 2022 the "File" property of surfaces like Volume Shaders
this is what our Job File created using a simple notepad app gives us
please use a text editor that saves text files in ascii format
Object Tornado1
Surface Volume
Property Volume File
Path C:\Users\jacqu\Downloads\TornadoLoopingVDB\TornadoLooping\TornadoVDB
Prefix tornado_
Padd 4
Suffix vdb
LoopStart 0
LoopEnd 127
First 0
Object Tornado2
Surface Volume
Property Volume File
Path C:\Users\jacqu\Downloads\TornadoLoopingVDB\TornadoLooping\TornadoVDB
Prefix tornado_
Padd 4
Suffix vdb
LoopStart 0
LoopEnd 127
First 0
so what do we see here?
there's always 2 columns
the columns are separated using one and only one Tab key or the spacebar key
there are no blank spaces
The keywords in the left column must remain exactly as they are
The right column is where we work
so we are telling texanim that
the object to animate is labeled Tornado1
the surface shader is named Volume
the surface property that will have animated vdb is named Volume File
the vdb files all have the filename prefix tornado_
the path to the vdb files is C:\Users\jacqu\Downloads\TornadoLoopingVDB\TornadoLooping\TornadoVDB
Now what is padding? it's zero-padding to be precise
since we saw that our vdb files are numbered 0000 to 0127
the padding is 4
Our vdb files have the .vdb filename extension, so suffix = vdb
If you were animating classic surfaces it could be jpg or png but here it's vdb
texanim can produce animations that are longer than the number of vdbs in our possession
when texanim finishes using tornado_0127.vdb the next vdb will be tornado_0000.vdb
since we only have 128 vdbs numbered 0000 to 0127 we declare our loop this way
LoopStart 0
LoopEnd 127
only one item and we're done
First = 0 means that the first frame of the rendered animation will use tornado_0000.vdb
so you could have First equal any number between 0 and 127
as you can see for Tornado2 all we had to change is the object name
we save this text file anywhere where we will remember it's located
for me: C:\Users\jacqu\Downloads\TornadoLoopingVDB\TornadoLooping\TwoTornadosJob.txt
---
Back in Daz Studio, we launch texanim2022.dsa
We click the "Load Job List File" button and select our TwoTornadosJob.txt Job File
if you made typos in the Job File, Texanim will punish you, just kidding, texanim will just refuse to work on that ill defined job
usually it's because you added too many tabs of blank spaces, or you misspelled something
now let's review the animation-render parameters
we will be rendering frames 0 to 127 of Daz Studio's timeline
we could render frames 300 to 12000 but we're being basic, which is different from playing it safe
the first output image filename will have a name like pic000.png
but if we were rendering frames 300 to 427 we would possibly prefer it to be pic300.png
the filename prefix will be pix
since our output frames fo from 0 to 127, a padding of 3 is appropriate
( but would cause problems if you render frames 1000 to 1127 later )
rendered image format will be png, note that it's not .png it's png
Then we select the destination of our rendered images using the "path to rendered image" [...] button
press the Preview Current button to test if texanim is able to do the job
you will see on-screen the tornados adopt the .vdb file corresponding to the current frame on Daz Studio's timeline
Just one more IMPORTANT point or two actually
At the top of texanim's window, there's a slider. It determines the number of milliseconds
that texanim will wait after applying the .vdb to the volume shader File Channel
before launching the frame's iRay rendering
This delay gives time to Daz Studio to update stuff, 500ms is 1/2 second,
since renders take many seconds, it's not a big loss.
what else what else
oh, very important
when texanim will manage the iRay renders, it will only change the rendered filename uh name
( pic0000.png pic0001.png etc )
it will also change the destination path to the one you specified
and it will set the render destination to "Direct To File"
and here's the important part ( s'about time! )
texanim wont change the rules specified in your iRay "Progressive Rendering" options
so if you left the default render settings,
one image will take up to 5000 passes or 7200 seconds to complete
Oh and i almost forgot, you have to click the "Render Range" button and Texanim will handle the rest