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Smoke: Testing Color controlled over TexUVW

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  • Smoke: Testing Color controlled over TexUVW

    Hello,
    there is no official tutorial yet on this, but I tried to use also Smoke Color with TexUVW.

    So as I understand, when I render this with TexUVW enabled
    and for Rendering (geometric options) > I go for SMOKE COLOR "Texture" and check "Modulate"
    then it should give me the Texture on the original coordinates, only that I could exchange this over time.

    In my rough test it looks a bit different than using just RGB.
    (when I use the same texture for RGB and compare how it looks when I use that texture as "texture")

    For the start picture (using a sharp volume brush) I get a darker and unsharper result.

    - Is that workflow correct or should I know anything else?

    - Is it possible to blend between the setting RGB and the Setting "Texture" during rendering a sequence?

    - checking "Modulate" with texture never made a difference...

    - GPU seems currently not to work with this. right?

    Thanks


  • #2
    Hey,

    Your workflow is right, you just don't necessarily need to click Modulate. For example the smoke color - it can be based on some grid channel or texture, and if it is based on a grid channel, it could also be modulated by a texture, so this is what Modulate does. Check what the docs say about Modulate https://docs.chaosgroup.com/display/...er+Smoke+Color So this answers your other question - indeed you can blend between RGB and a Texture using the Modulate option.

    Here you can find one official tutorial on TexUVW: https://docs.chaosgroup.com/display/...ing+Thin+Smoke

    Here are a couple more official setups: https://youtu.be/mGAyh3uR89U?t=3061 (at minutes 51 and 54).

    Lastly, indeed TexUVW is not implemented yet for V-Ray GPU. Cheers!
    Svetlin Nikolov, Ex Phoenix team lead

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