Hey guys,
I was working on a project where I need to scatter some PhoenixFDFire objects around the scene....same sim...just need to offset the frame timing for each volume and copy each grid to a specific location. Several thousand of them. Obviously scripting this is one option but it makes for a very heavy scene and updating or making changes to the grids is very clunky.
Was wondering if PhoenixFD has any API calls either in the works or already existing (I looked for them but didn't see them) that basically allow you to send grid info to VRay at rendertime...similar to the VRay proxy API that allows you to send VRay geometry voxels to the renderer. Imagine a scenario where the render begins and VRay calls FrameBegin on my object like usual, and in that method I can pass IAur objects to vray with a transform and frame offset. Using that method I could send thousands of grids to VRay at rendertime only, and they could all be instantly updated with any changes to the underlying particles.
I guess if there's no specific API for this type of thing I could just manually do the copying + updating in the RenderBegin/FrameBegin functions, but wanted to check to see if there's an official workflow for something like this first.
I was working on a project where I need to scatter some PhoenixFDFire objects around the scene....same sim...just need to offset the frame timing for each volume and copy each grid to a specific location. Several thousand of them. Obviously scripting this is one option but it makes for a very heavy scene and updating or making changes to the grids is very clunky.
Was wondering if PhoenixFD has any API calls either in the works or already existing (I looked for them but didn't see them) that basically allow you to send grid info to VRay at rendertime...similar to the VRay proxy API that allows you to send VRay geometry voxels to the renderer. Imagine a scenario where the render begins and VRay calls FrameBegin on my object like usual, and in that method I can pass IAur objects to vray with a transform and frame offset. Using that method I could send thousands of grids to VRay at rendertime only, and they could all be instantly updated with any changes to the underlying particles.
I guess if there's no specific API for this type of thing I could just manually do the copying + updating in the RenderBegin/FrameBegin functions, but wanted to check to see if there's an official workflow for something like this first.
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