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Phoenix Lava, How??

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  • Ivaylo Katev
    replied
    bad news - there is a bug when is used displacement with a map using uvw. i'm sure i used this one year ago, so the problem is perhaps only in 1.2....
    anyway, this does not make the task impossible, it's just harder.
    Last edited by Ivaylo Katev; 18-03-2011, 02:09 AM.

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  • Raven
    replied
    Thanks for the reply.
    I will play around with that.
    An small example would be great.

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  • Ivaylo Katev
    replied
    yes, the UVW coordinates are the best solution for lava sims.
    you don't need to put any uvw coordinates in the source, just enable the uvw export in the output channel. the uvw content will be initialized with the local coordinates and when the movement drags the channel the result will become thready like a lava.
    for the mapping you just have to select explicit channel in the displacement map you use, this is enough. for example, select a noise texture for the displacement, and select explicit channel in the texture settings.
    the lava appearance, i.e. to make the slits to look hotter than the surface is more complicated. the help fragment you cited is targeted to the smoke rendering, however the concept is the same, just the "transparency channel" here is replaced with the effects channel, that determines the liquid surface. so, with simple displacement based on a simple noise using explicit mapping you will have a lava looking surface, now only the proper coloring should be added. the concept here is to use the liquid itself but *before* the displacement as a color determining factor. this way, the areas displaced "up" will have one color because are in the air, and the areas displaced "down" will have different color, because are in the liquid.
    of course for the texture presenting the color we need a second simulator instance to avoid the circular reference. may be i should create a small example, i think it would attract some interest.

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  • Raven
    started a topic Phoenix Lava, How??

    Phoenix Lava, How??

    Looking into phoenix for a lava solution, no problem on the liquid simulation side.
    But how would you map the lava so that it follows the liquids movement?

    Quote from Phoenix features
    "Dragging of UVW/mapping channels coordinates
    The user is able to drag UVW coordinates with the fluid and use them to map other textures. The UVW channel can be also exported as a map."

    is this automatic when you select UVW on the phoenix source, seamed to just stretch the map for me.
    what am I missing?

    I would like dark crust (displaced) patches to flow on the surface.

    Also if I set higher temperature on the fluid, does this cool over time, and if so
    could that info be used to map hot and cold spots in the material (mix map with hot and cold lava)

    Quote from Phoenix features
    " the texture export allows the creation of many special effects, for example lava-looking surface achieved with displaced transparency channel and non displaced emissive channel etc"
    How does this work? have you got an example of this in practice.

    Thanks very much
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