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  • RGB channel mixing

    Hello again!

    Has anyone tried mixing the rgb channels and use the grid texture? I'm trying to mix two colors; blue and yellow. The result should end up to be green, but instead it only becomes a slight tint of blue. It looks as if where the colors start to collide, the result of the yellow fluid changes to white, which then mixes with the blue to make the sky blue color. Why is it changing to white when colliding? I have attached a few settings and screen grabs of the results I'm getting. My liquid dynamics RGB diffusion is set to 1. I have exported the rgb grid information in the output and set the colors for both emitters and checked rgb. I have then used the phoenixfd grid texture and chosen the RGB channel to map. The diffuse color of the texture is set to black for the highest constrast.

    I have also tried different mapping types; mirror, clamped, single, etc.
    Any guesses or obvious things I overlooked?

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  • #2
    Hello,

    From the screenshots everything seems fine. Can you try using the Paints preset from the toolbar? Does that work for you? It has the same setup.
    Georgi Zhekov
    Phoenix Product Manager
    Chaos

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    • #3
      This time I used the paint template and get the same result. The best way to explain it is that it seems like there is a global addition of "white" to the mixed particles. What could be causing the tint?

      Click image for larger version

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      • #4
        I'm trying to mix two colors; blue and yellow. The result should end up to be green, but instead it only becomes a slight tint of blue.
        yes, if you are mixing absorbtion based colors (like real paints), but the computer world is using emission based color rules, just because the monitors are emission based (they can be seen with no external ligting).
        so, in RGB space yellow is R+G, blue is only B, mixing them gives R+G+B with magnitude 0.5, that is gray.
        ______________________________________________
        VRScans developer

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        • #5
          Maybe there's some way to use a gradient ramp or something to remap the colors to what you need them to be...

          Best regards,
          Vlado
          I only act like I know everything, Rogers.

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          • #6
            The colors were one part of the troubleshooting, and using a gradient map did allow me to change out the colors, but I still have a problem with equal distribution.
            You can see when the activity is turbulent, the colors mix well. When the fluids settle, one source becomes the dominant color and the mixing properties disappear as shown. Is there another trick to help control the weight of each fluid source? Both sources are identical in terms of output power.

            Click image for larger version

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            • #7
              Could be a bug, could you send the scene to Support so we can check what happens?

              Thanks!
              Svetlin Nikolov, Ex Phoenix team lead

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              • #8
                Hi Svetlin,

                I tested more with the RGB diffusion. That is a very sensitive setting . .01 made a huge difference. I was under the impression that 1.0 would be the best, smoothest gradient possible so I was stuck on that. Hopefully these examples will help others looking to do the same effect.

                Click image for larger version

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                • #9
                  Ouch. I know what's causing this, have to see how to fix it because it's absurd to have such behavior. Thanks!
                  Svetlin Nikolov, Ex Phoenix team lead

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                  • #10
                    If it gets fixed in a specific nightly release; if you can remember, post back here so I can grab it

                    Thanks for the help all!

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                    • #11
                      Hi,
                      The problem with dominant color is already fixed. You can check the latest nightly. Cheers!

                      Thanks for your report!

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