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Smoke inside a Water Mesh How to do?

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  • #16
    here is the scene file. you will see what i mean if you render without and with refraction glossiness enabled. you re welcome
    Attached Files
    Pixelschmiede GmbH
    www.pixelschmiede.ch

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    • #17
      here is the scene. i think you will see what i mean. you re welcome
      Attached Files
      Pixelschmiede GmbH
      www.pixelschmiede.ch

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      • #18
        ok, this is weird, ha ha. although i reloaded the current page and newly registeret in the login the last post didn't show up. well, never mind. you got the first scene. forget the second one.
        Pixelschmiede GmbH
        www.pixelschmiede.ch

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        • #19
          Hey, got the scene! Will check it and get back to you.
          Svetlin Nikolov, Ex Phoenix team lead

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          • #20
            Okay, so the first thing I notice - you have two sources - a Liquid Source and a Fire/Smoke Source. Both will interact with the Liquid Simulator. However, your Fire/Smoke source is set to emit Smoke. This will be completely ignored by the Liquid Simulator. You can check the Output rollout of the Liquid Simulator - the Output Grid Channels are the only channels this simulator can simulate and export. There is no point in trying to emit Smoke in the Liquid Simulator, so the Smoke and Smoke_Emitter objects in the scene can be dropped.
            Svetlin Nikolov, Ex Phoenix team lead

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            • #21
              Maybe these nodes were a leftover from a previous test...
              Svetlin Nikolov, Ex Phoenix team lead

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              • #22
                Ah, so next thing - I was wondering why these streaks appear in the smoke shader - you modulated the smoke opacity with the Noise map - at first I thought you mean your smoke opacity came entirely from the Noise map.

                So regarding the grid artifacts you are getting - I enabled Smoothing for the "Temperature/Liquid" channel in the Input rollout of the Smoke Simulator and this smoothed out the artifacts. It would also change somewhat the apparent opacity of the smoke, so you could play around with the smoothing parameters or the Smoke Opacity curve.
                Svetlin Nikolov, Ex Phoenix team lead

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                • #23
                  Yes! I also got the boxy smoke rendering when changing the Refractive Glossiness from 1.0 to 0.99, and the Input smoothing does not really help. Starting to look at this issue...
                  Svetlin Nikolov, Ex Phoenix team lead

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                  • #24
                    Hey, caught it! So the fix will be in tomorrow's nightlies. Thank you very much for helping catch this one!
                    Svetlin Nikolov, Ex Phoenix team lead

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                    • #25
                      Hi, thank you for your Answers and Help. I will check everything if i find some Time. For now, i downloaded the Nightly Build, and Voila it works fine. Thumbs Up. I will always help you as this also helps me.

                      HAPPY NEW YEAR...soon
                      Pixelschmiede GmbH
                      www.pixelschmiede.ch

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