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I took a look at the file, but it does not render the same as yours. I can see in the preview that the uvs are there, but the material still does not drag with the uv, it does the same as before. Must I use a phoenix texture map some how?
no, phoenix texture map is not used. "the same as before" sounds like mistaken file
see the options, the material uses a simple noise with explicit mapping. the displacement is disabled. the uvw is visible in the viewport in rgb mode.
edit: i saw the images, it's not same as before, but is really different from mine. weird.
edit 2: damn, this is the same bug as those i found yesterday, sorry
Last edited by Ivaylo Katev; 19-03-2011, 05:19 AM.
I was thinking of maybe try to use the phoenix for the sim, then pass it to pflow and use becon metaballs for rendering.
How would I get the particles to copy the phoenix sim exactly, at the moment they are following the velosity not the liquid itself, so they dont match.
yes that what i was thinking, but i see now that bercon metaballs doesn't have uvw support anyway.
I've been playing with using the phoenix texture map of the uvw as a mask on 2 materials, looks promising.
In the map u had generating the uvw is there a particular reason you had the rgb colour mapping, and what does the animating of the scale and phase do?
if the source texture is not animated, the result will look like threads starting from the source and going through the entire lava surface until the leading edge.
the rgb curves make the sampling point to move in 3d that produces a different result than 1d movement. you can achieve 1d mapping without any uvw channel, just use the curves in the phoenix shader, they give the ability for 1d mapping.
see the attached image that illustrates the result from 1d mapped color made with the emissive curve.
another problem I've come across with using the phoenix texture using the uvw channel. is as soon as the emitter faces upwards, it looses the internal uvw data so the lave becomes one colour, as on the left hand one in the image.
The right is the closest I've got to the look so far. but I guess I its not designed to be used that way.
Been trying what you suggested, but how do i get the emissive curve to apply to the liquid?
When I apply it throught the texure using emissive channel it comes out black.
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