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  • #31
    https://vimeo.com/296417312
    Almost. I have two artifacts one on the left and one center. Like polygons where there is no cloud. Not sure why.

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    • #32
      Hmm, could it be that there are simulators with overlapping walls at those places? - these won't render correctly on the GPU for know - it's a known issue we're working on.
      Georgi Zhekov
      Phoenix Product Manager
      Chaos

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      • #33
        Could be. I'll have a look.
        Yes it came out fine when I moved them apart.
        https://vimeo.com/296578419
        Last edited by lander; 22-10-2018, 11:42 PM.

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        • #34
          So I have a cloud that I render from a specific frame.aur
          Now when the plane flies by I made a copy of the simgrid, created a new source that uses the origional as brush and simulated the interaction. Works well but for the fact that the render opacity is renderd as 1 in the rendering but the value is only 0.5
          So I have to set the render opacity to 0.25 to match the 0.5 of the origional sim grid. Makes sense?

          It's actually more like 0.2 to render correctly.

          So I guess this might be a cause of the number of frames that I have the source transfer. When I had it set to one frame I only got 1 good frame the second frame was very weak so I now have it set to a couple of frames (3) i think. Is there a magic number?
          Last edited by lander; 11-11-2018, 04:30 AM.

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          • #35
            I'm sorry, can you explain more? Are you using a simulator as the source, as in a cascade connection? You are trying to emit smoke in a second simulator with the shape of the cloud in the first simulator, and the smoke renders more dense in the second sim?
            Svetlin Nikolov, Ex Phoenix team lead

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            • #36
              Yes, that is correct. And I also guess that since the Source is set to Brush. As soon as I stop the Source from emitting the cloud dissapears almost entirely.

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              • #37
                In this case, you definitely gotta check this section of the docs: https://docs.chaosgroup.com/display/...een+Simulators

                Do you have smoke dissipation enabled?

                But right now I can say that there won't be an exact formula for what your opacity should be if you are doing it this way.

                However, you can map the smoke emission using a grid texture that reads the smoke density from the original grid and this way you'd get the same result.

                In case you do have smoke dissipation though, it would create a tug of war against the source, so there won't be an easy way to calculate the values except trial and error.
                Svetlin Nikolov, Ex Phoenix team lead

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