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Defining particle concentrations with bitmap

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  • Defining particle concentrations with bitmap

    I have a huge sea area where I have structures punching through the water and want to concentrate (be adaptive) with the areas I need detail in.

    What would be cool is painting in areas in white wit a bitmap on the sea plane where I want the particles to be and the rest (black) areas have no particles.

    I thought the mapping section might be the solution to this, but couldn't get it to work. If this is the answer how does this work?

    Thanks!

  • #2
    Actually I found the solution in a duh moment! Just pop a custom map in the discharge slot. Done.

    However what do the mapping slots actually do in the main set of toolbars? Is it so you can use something like noise (which we all know is actually 3D) and define say temperatures in specific places? If that's so where does it get the UVW mapping? Off the Phoenix_FD_Simulator itself or the emittor?

    Cheers.

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    • #3
      they are used to set initial state of the grid, for example to fill the entire grid with smoke before start the simulation. also can be used to affect the grid during the simulation.in the incoming release this rollout does not exist anymore, it is replaced by an object called "mapper". if you have old scenes using the maps, a mapper will be automatically added. the main goal of the mapper is that it can affect only part of the simulation, not the entire grid.
      ______________________________________________
      VRScans developer

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