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Hiding the smoke that is emitted at the beginning of simulation

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  • Hiding the smoke that is emitted at the beginning of simulation

    Hi all, I used a noise map for the Discharge map, I like the smoke in overall but the starting emitted part on the plane is very ugly, is there a way to block that out?

  • #2
    Hey,

    You could use a V-Ray distance tex or a simple gradient to multiply the opacity in the Volumetric Options and hide the emitter at render time You can use the Texture + Modulate option in the Smoke Opacity rollout of the options.

    Cheers!
    Svetlin Nikolov, Ex Phoenix team lead

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    • #3
      Or you could use the opacity-curve and make an A-shape with the peak at 0.8 and 1=0
      Kind regards, Wolf S./K.
      www.faber-courtial.de

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      • #4
        Hey Svetlin, how do I multiply the opacity, like where do I get the Volumetric opacity parameter from? Right now I just applied a ramp and it does nothing, even if i set the Based on to other options
        .

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        • #5
          Yup, that's the correct setup - you plug the texture under Smoke Opacity, check multiply and that's it. Note that textures won't affect the viewport GPU preview - you have to render to see the effect. You could check if the mapping of the texture is correct by switching Based On to Texture so the opacity will depend on the texture only.
          Svetlin Nikolov, Ex Phoenix team lead

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          • #6
            Hi Svetlin, I still couldn't get it, could you send me an example maya scene file?

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            • #7
              Its seem like it is not able to read the whole ramp/gradient data, but only take the float of the first value

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              • #8
                I using color to see the effects better

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                • #9
                  I changed the Based on to Smoke, even if the viewport is showing, the render is not.

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                  • #10
                    Hello,

                    You will need to use a projection node to make this work. I have prepared you a sample file.

                    The ramp node is plugged in a perspective projection. Then you need to offset the in point a bit and it should work.

                    Best regards,
                    Attached Files
                    Georgi Zhekov
                    Phoenix Product Manager
                    Chaos

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                    • #11
                      Hey Georgi, I got it now, thanks for the the example scene!

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                      • #12
                        Just a note - if you are using a 3D texture, you can plug it directly, but a 2D tex needs to be mapped over the 3D volume somehow, so there is a projection node in this example
                        Svetlin Nikolov, Ex Phoenix team lead

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