Hi there,
I´m doing some R&D with Max 2017 and Phoenix FDfor sort of an energy field around a body, something that you can usually see done with krakatoa.
With the new body force I was starting to experiment, but I wanted to get some input:
1. First setup was just an object set as emitter and also as body force object with a force of around 10000. Discharge smoke with a noise map modifier ("Enable Color mapping" in the noise map seems to be ignored unfortunately, so its hard to get thin lines of noise).
Problems are mostly that the smoke still gets emitted too broadly, I´d like it to occure only on thin lines (see comment above) and that the look isn´t quite there yet (I was thinking of tweaking around for a cigarette smoke like opacity curve).
I´m still having trouble how to manipulate the opacity curve to sort of cut off the start of the emission (where the smoke tends to either look too dense or have grid artefacts, haven´t tried going higher then 8 mill cells right now, to see if I could get rid of the artefacts).
2. Second setup I tried was to emit drag particles.
Problems here:
1. The body force doesn´t seem to affect the drag particles. I tried adding "air" to the body force "Affect" space, but that didn´t help either.
2. Is there a way to color the drag particles in the point shader mode?
Any other ideas on how to achieve this effect?
I´m doing some R&D with Max 2017 and Phoenix FDfor sort of an energy field around a body, something that you can usually see done with krakatoa.
With the new body force I was starting to experiment, but I wanted to get some input:
1. First setup was just an object set as emitter and also as body force object with a force of around 10000. Discharge smoke with a noise map modifier ("Enable Color mapping" in the noise map seems to be ignored unfortunately, so its hard to get thin lines of noise).
Problems are mostly that the smoke still gets emitted too broadly, I´d like it to occure only on thin lines (see comment above) and that the look isn´t quite there yet (I was thinking of tweaking around for a cigarette smoke like opacity curve).
I´m still having trouble how to manipulate the opacity curve to sort of cut off the start of the emission (where the smoke tends to either look too dense or have grid artefacts, haven´t tried going higher then 8 mill cells right now, to see if I could get rid of the artefacts).
2. Second setup I tried was to emit drag particles.
Problems here:
1. The body force doesn´t seem to affect the drag particles. I tried adding "air" to the body force "Affect" space, but that didn´t help either.
2. Is there a way to color the drag particles in the point shader mode?
Any other ideas on how to achieve this effect?
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