Are forces interacting with principal volume?!

Hi,
I’m working on a underwater scene with a principal volume and some kelp, moving because of wind and turbulence. Now in my render it looks like me principal volume is also moving because of the wind, but for as far as i know this shouldn’t effect my volume right?! or am i missing something?!
I hope you’re able to see it on a youtube upload, but would like some insight in to this.

Materials can’t be affected by wind fields. It looks like there is a moving object casting shadows into the scene. Are there some kelps in a high position off screen that are casting shadows towards the camera?

Ok… wierd…
there is indeed a fake caustic effect going on casting partial/moving light in to the scene. But there is also a slight upward movement in my volumetrics for some reason…
Its not videobreaking, but a bit strange it is…

Now that you mention caustics, does the scene have a water surface with moving waves? Because that could generate moving light shafts in the volumetrics, it’s even a realistic effect that happens in real life. If there is any other problem going on, I am not seeing it on your video.

No, there are no waves moving above it all, just a animated texture.
I’ve also uploaded a version on my Drive, because the YT compression removes the volumetrics which show the problem.

https://drive.google.com/file/d/1HEduoLiPraAXCZhzg9ajUefc9qd5YXq_/view?usp=sharing

If you look in the darker spots/shadows of the shot, you’ll see a upward motion in the volumetrics.

From my side, it seems you linked the wrong video. Also, the download fails on my end, says I don’t have the rights.

mb

https://drive.google.com/file/d/1KQ5JRmKPIFhD0P1Q1CGaob7Ii765OXq8/view?usp=sharing

I see, there is a slight smoky effect in some parts of the volume, almost like it’s textured.

If you are in Cycles, those could be denoising artifacts, as volumes are hard to render with good quality. If this is your case, a solution could be to render the volume separately (with every solid object set to holdout) and composite it back in.

If you are in Eevee, then I would make sure that the volume start and end values are as narrow as the scene will allow (that will help concentrate the volume samples in the area where they are needed) and then just try rendering with more render samples to see if it helps.

ah yeah thats a good call. I am working in eevee indeed. will try that.
Like I said, its not really breaking the shot. But i like to know whats going on, since im still learning blender.
Thnx for the help :ok_hand: