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Is animating the RGB of smoke possible?

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  • #16
    So if TexUVW is active, any texture you use in any of the volume shader's texture slots will be mapped using TexUVW.

    So if you want to compare the standard RGB workflow versus the TexUVW workflow, you gotta simulate twice - once with TexUVW in the Output rollout, and once without.
    Svetlin Nikolov, Ex Phoenix team lead

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    • #17
      At that point:
      - you simulated once with TexUVW and set the Smoke Color's Based On = Texture
      - then, without TexUVW, you emitted RGB from that same texture, and set the Smoke Color Based On = RGB

      When you compare the two results, you should notice that RGB has mixed and has lost some of its sharpness, while TexUVW stays sharp. This is the advantage of TexUVW - your textures stay sharp as they flow with the fluid, but unlike RGB, you can't mix colors and get new ones
      Svetlin Nikolov, Ex Phoenix team lead

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      • #18
        Hi Svetlin.Nikolov
        sorry, I still don't understand. The answer is cryptical to me.
        Maybe a language problem:

        You write: "Modulate does not activate TexUVW"
        Yes, I can see that. It is no difference if I toggle Modulate.
        But my question is, what can I do for activating TexUVW?

        You write: "It's active as long as you have TexUVW in the cache"
        This does not give me any advise how to enable correct behaviour.

        TexUVW is in Output of course enabled.
        Do I need to switch on any cache, is there another setting?

        - My aim is since days now, to get the same result for simulation RGB and a texture. It means both pictures should be identical.
        Is that possible or not?

        - If that is possible, what do I have to change in my scene?
        Please explain practically for idiots which button needs to be pressed. Thanks

        (And if not possible I did not understand the purpose of TexUVW, because you said I can switch my texture anytime after simulation)
        Thanks
        Last edited by BeneZ; 15-05-2020, 09:15 AM.

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        • #19
          Ah I see only now your second message with delay... It means I can't get the same behaviour, because it wouldn't mix colors.
          I only can use it for own tasks...
          And it is intended to be sharper.
          And this means it is the expected behaviour, that the results differ.
          I will test this more within next days...
          Thanks

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          • #20
            Oh, if you are unclear about what is in caches, please read through the first paragraph carefully: https://docs.chaosgroup.com/pages/vi...ageId=47536229

            You will not get the exact same result from RGB and TexUVW - they are different methods where one has strengths in some areas, while the other is strong in the opposite areas In short - RGB is good for mixing colors, TexUVW is good for preserving sharp texture features - you cannot get new colors with TexUVW like you can when mixing RGB.
            Last edited by Svetlin.Nikolov; 15-05-2020, 10:41 AM.
            Svetlin Nikolov, Ex Phoenix team lead

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            • #21
              This conversation was very helpful - we will prepare a page with an overview of what you can do with colors and texture maps in Phoenix and which method it's best to use.

              I think the step by step video or even a comparison video will indeed be useful as well.

              Thanks!
              Svetlin Nikolov, Ex Phoenix team lead

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              • #22
                Thanks, but I know of course about caches. (the link doesn't let me log in, but I have read in documentation once about caches)

                I did now a test at frame 0 with volume brush. It means no blur and start position.

                And this is better to see what differs: It is not just the blur, there is somethings strange with scaling.

                - RGB is showing the UV texture.
                - "Texture"by TexUVW is showing something strange overlapping, but not the UVs.

                Bit map is set on explicit map channel and everything on channel 1.
                Also to be sure that this hasn't to do with overlapping UVs, I did a different UVlayout with unique UVs for each side of the cube.

                I guess, this is not the expected result?

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                • #23
                  just in case, I have dropped that last file and texture again at the old download link from yesterday.
                  I hope you have a relaxing weekend!

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                  • #24
                    Hmm, can you try a couple things:
                    - Widen the simulator a bit around the object, there could be stuff happening at the borders and it's better to exclude this as a possible cause.
                    - Please uncheck Modulate just in case, you really don't need it.
                    Svetlin Nikolov, Ex Phoenix team lead

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                    • #25
                      Yes of course, but it did not change: I have put it right in the middle of the simulator and unchecked modulate.
                      Cheers

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                      • #26
                        Roger that, doesn't look correct, will check the scene when it reaches me...
                        Svetlin Nikolov, Ex Phoenix team lead

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                        • #27
                          Thanks. no hurry for me
                          And I'm still patient waiting for your "melting cake" TexUVW tutorial. (only mentioning, because it's maybe same UV topic)
                          Last edited by BeneZ; 16-05-2020, 08:33 AM.

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                          • #28
                            Svetlin.Nikolov
                            Just wanted to mention, that you could use this green cube file to examine both "texUVW" issues, also the "thin smoke rendertime"
                            (https://forums.chaosgroup.com/forum/...-waste-of-time)

                            Just let it run a bit longer
                            and create a noise node and plug it into smoke opacity texture with "modulate".
                            -> It will render longer than needed.
                            -> If you enable in the node "Color Map" it will be again much longer (despite the latter is not an important function).
                            - and my further question was, if I could force while rendering an sequence to skip to next frame, even when it hasn't finished to render, because this would be enough for a preview render.
                            because -> max render time (progressive) could not shorten render time, whatever I set it

                            Thanks

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                            • #29
                              Svetlin.Nikolov
                              I have provided a better clearer file for the render time issue.
                              It is the same like the green cube, just some more and slightly different settings for opacity. Much better and clearer for comparison!

                              I have sent the download-link at support@chaosgroup.com
                              Cache files and my screenshots with rendertime comparison included
                              Will be uploaded in half an hour.

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                              • #30
                                Originally posted by BeneZ View Post
                                And I'm still patient waiting for your "melting cake" TexUVW tutorial. (only mentioning, because it's maybe same UV topic)
                                Sorry if we've already been over this, but does this tutorial help? https://www.youtube.com/watch?v=mGAyh3uR89U
                                Svetlin Nikolov, Ex Phoenix team lead

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