Hi everyone,
for the past couple of days, I was going crazy when trying to render some VDBs (heterogeneous volume actors) using MRQ. They always looked very low res and flickery. Especially since I was using a shader trick to distort the UVW coords of the SparseVolumeTexture to “up-res” the VDBs to give them some closeup detail they don’t have:
but in MRQ, the detail was completely gone, and the volumes always flickered. The solution is:
r.HeterogeneousVolumes.StochasticFiltering 0
Set it as the MRQ CVar override like this:
And your VDB heterogenous volumes will look much closer to what they do in the viewport.
MRQ switches the renderer to offline rendering mode which takes the volume shading take different code path, which tries to do some stochastic sampling for better temporal accumulation. Unfortunately, in practice it often does way more harm than good, quality-wise.

