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  • Mixing paints

    Hi,

    Im doing a mixing paint simulation in Maya, using PhoenixFd 3.0, i was wondering is there a way to control how the paint mixes/bleeds into each colour.

    At the moment they mix/bleed well with red and blue making a purple colour but what im after is a slight bleed but with more of a marbling effect of the colours?

    Cheers

  • #2
    In this case, you are looking for the RGB diffusion parameter under the Dynamics rollout Note that in order to get this effect, you'd need a very high grid resolution. Also, please be sure to get a nightly from at most a few days ago, since we fixed a couple of issues with RGB mixing of FLIP liquids.
    Svetlin Nikolov, Ex Phoenix team lead

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    • #3
      Ok, will have a try, thanks.
      Also i cant find much about rendering out the wetmap, can you help or direct me to a page that can?

      Cheers
      Last edited by Lummers; 23-02-2017, 09:08 AM.

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      • #4
        Ah, wait - since you are in Maya, a latest nightly will be out of the question for now, but soon we'll have the official release which would include the fixes.

        In order to render the wetmap, you need to load it into the Phoenix particle texture and use that as a mask for blending between a dry and a wet material: https://docs.chaosgroup.com/display/...re-CommonSetup
        Svetlin Nikolov, Ex Phoenix team lead

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        • #5
          So, i brought the RGB Diffusion down really low, and the effect is kind of working, but i get a really dotty effect when mixing,very noisy, how do i get rid of this?
          Is it the resolution?
          Also when using the wetmap, how can i get the RGB of the paint to be in the wetmap at render?
          Click image for larger version

Name:	Paint_Blend.jpg
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          Last edited by Lummers; 27-02-2017, 04:06 AM.

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          • #6
            Yup, this is how it would look with low RGB diffusion. What is your grid resolution? By really high I mean 5-600 million voxels.
            Svetlin Nikolov, Ex Phoenix team lead

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            • #7
              You can get the RGB into the wetmap by using the Phoenix Grid tex to get the RGB of the simulator the same way it's used in the paints preset, and pass it into the diffuse slot of both the dry and wet materials you use for the wetmap.
              Svetlin Nikolov, Ex Phoenix team lead

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              • #8
                My total cells is 256 162 500!

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                • #9
                  Nice! So hmm... maybe something is limiting the resolution. If you like, you can drop the scene to Support so we can see if it isn't something that needs fixing...
                  Svetlin Nikolov, Ex Phoenix team lead

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                  • #10
                    Im happy to send scene over so you can have a look, without sounding stupid, shall i post on here or is there a link to send to support??

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                    • #11
                      Ah, depends on how much secret stuff is in there that no one else should see
                      Svetlin Nikolov, Ex Phoenix team lead

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                      • #12
                        Its just a scene i'v been playing with, so happy to get your feed back on it!
                        Also, if theres a better way to go about doing the initial setup for the simulation effect?
                        Test.mb.zip
                        Last edited by Lummers; 27-02-2017, 07:33 AM.

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                        • #13
                          Hey, have you had a chance to look at my scene i sent over??

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                          • #14
                            Hey,

                            I'm sorry, haven't been able to get to it yet - I've got a few more scenes to look at and seems like Support are a bit overloaded too at the moment, so it will take some time until I can get there.

                            I hope I'll have news for you soon

                            Cheers!
                            Svetlin Nikolov, Ex Phoenix team lead

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                            • #15
                              Thanks for the up date!!

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