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  • "Hot" Liquid

    hey, still working on my underwater volcano sim, I was thinking how to integrate some slow moving lava.

    As far as I know I should be able to use the Lava sim as source for a smoke emitter, but I?d like to know how I could control the discharge with it. Can I somehow use some channel like velocity in the liquid sim to drive the amount of discharge from the liquid lava?
    So I could have the effect of only the "hot" lava emitting fire/ smoke, until it cools down/stops moving.

    And could I also use that information to drive a blend map to shade the Lava from hot to cold?

    The information about the Phoenix texmap is a bit sparse in the manual...

  • #2
    You should be able to do that, indeed. Just make sure you use 3.04 or a newer nightly build. If there is anything you'd like to know about the GridTex, please do ask, but I think it's pretty much self-explanatory in this case. It just samples a grid channel from a simulator and you should be able to use that for pretty much anything you like. In this case you need the Speed channel and not the Velocity in case you want to use it as a discharge mask. You could run the Grid Tex by Speed though an Output tex in order to remap it in such a way that it has a good balance between white and black areas, from which the white ones will be used by the source as a discharge mask.

    Cheers!
    Svetlin Nikolov, Ex Phoenix team lead

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    • #3
      Yeah, I already started experimenting with the Grid tex for shading, but it only worked so so...I didn?t use the output map as inbetween, but instead used a color correction map to increase contrast. In some parts of the simulation the velocity of the liquid was quite slow, so I?m guessing that maybe it was just too low.
      But I?ll try again with the output map and see if I can get a better idea where this cold be going....

      Comment


      • #4
        Originally posted by Svetlin.Nikolov View Post
        You should be able to do that, indeed. Just make sure you use 3.04 or a newer nightly build. If there is anything you'd like to know about the GridTex, please do ask, but I think it's pretty much self-explanatory in this case. It just samples a grid channel from a simulator and you should be able to use that for pretty much anything you like. In this case you need the Speed channel and not the Velocity in case you want to use it as a discharge mask. You could run the Grid Tex by Speed though an Output tex in order to remap it in such a way that it has a good balance between white and black areas, from which the white ones will be used by the source as a discharge mask.

        Cheers!
        Hi Does GridText work with octane or just vray I need this lava to solidify and change color can it be done in octane? https://youtu.be/91DnI9GDI5A?t=1m2s
        Thanks

        Comment


        • #5
          Hey,

          It would be able to solidify because this happens during simulation, but for rendering, Octane needs to implement the Grid Tex.

          Cheers!
          Svetlin Nikolov, Ex Phoenix team lead

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