I'm getting some speckles when I'm mixing 2 paint colors together. Is there a way to smooth it out besides increasing my grid cell count? I know it can get more blurry with increasing the RGB diffuse, but I like the strong color separation. RGB diffuse is currently at 0.8 and my cell size is .055 with 4 SPF.
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I guess my ultimate question is...what are my options if I like the resolution of my fluid mesh and the dynamics, but get this sort of spotty look? Because if I make my grid size smaller, then my splash seems to get way too detailed and spiky/noisy... I need like to resim just the rgb at double rez, although I know that's not really a thing. I have some other tests going.
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Are you using the Grid texture or the Particle texture for the RGB shading? With the Particle Texture you could probably try and make the particle radius larger - this should smooth the spots a bit, but will expand the rgb zone a bit.
Another thing you could try is to Smooth the RGB channel from the Input rollout.
Georgi Zhekov
Phoenix Product Manager
Chaos
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Well, now i see that drag particles are not supported by the liquid solver, this makes the task a bit complicated, but you can use PF or this new cool system, TyFlow, to drag huge (with PF not so huge) count of particles, i mean 20-100M or more.______________________________________________
VRScans developer
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