ok thanks Ivaylo I will try that.
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Originally posted by a0121536 View PostHuh, seems like that's 100 inches in cm. Was supposed to be 10000, but for now you should be able to set it by script via the "strength" param. Also, as an alternative I would suggest using high outgoing velocity in surface force mode with a high number of steps per frame, because it's a fast sim and it would need those anyway.
Please share how it goes Cheers!
And in fact I can also just create keys on it and set the values higher in the track view -curve editor.Last edited by jstrob; 27-11-2016, 09:35 AM.
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Originally posted by Ivaylo Katev View Postin geometry mode it should work, but keep in mind that transparent objects do not have clear z value, because the object behind them are also visible. but if the smoke is dense enough, in geometry mode it should produce clear z pass
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Also, there is no approximate scattering in Volumetric Geometry. Its name is misleading indeed, but it's kind of appropriate, because the smoke or foam is represented as a bunch of dynamic translucent geometries during render, and this is why all render elements work.Svetlin Nikolov, Ex Phoenix team lead
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Ok tanks for the precisions.
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I just noticed that the vol geometry mode doesn't look as good as the volumetric one too. And when I have 2 grids intersecting it creates artifacts.
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I did n't keep the test I think. but it looked a bit like square mosaic in the region where both smoke overlap. And yes I increased the max tranparency level to 1000 like the message suggested.
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yes with the nightly
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I couldn't reproduce it with a simple scene.
If it happens again, please send the scene over at support@chaosgroup.com and we will take a look.
Thank you.Georgi Zhekov
Phoenix Product Manager
Chaos
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ok I will prepare a scene for you as soon as my project is finished and i get some time.
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Explosion & smoke I did with PhoenixFD
Little Antman
See Iron Baby and other of my models on Turbosquid!
Some RnD involving PhoenixFD
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