I’ve already asked this question elsewhere, but no-one were able to answer this.
I have a cube, textured with a simple node setup used to create nebulaes.
My camera is flying through multiple cubes, particle systems and volumetric smoke.
The thing is, I can’t figure out why my nebulaes remains blurry.
This is a draft but here it is :
I tried to :
- Disable Bloom, SSR, AO
- Increase Volumetric Samples, distribution, lower Tile size (2px)
- Increase render samples
- Disable DoF in render AND camera settings
- Make sure the volumetrics begins at .01 and ends far away (like 10k meters)
- Highlight the edges of my nebulaes thanks to a color ramp and a subtrack node just before the density input of the Principled Volume BSDF. That way I can have sharpy edges, but it is not what I want, and it is not fixing the blurry issue.
I’m running out of ideas. Instead of spamming images on this post, here’s a simplified blend file (just a cube with the nebulae texture, and a camera). I’ll be glad if anyone could take a look at this. Maybe the answer is a dumb setting to tweak, I hope so, I just can’t figure it out.
.blendfile : https://we.tl/t-IJHvuHKxff
I hoooope that someone will help me, thanks in advance