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Problems with RGB in smoke and fuelballs. Always get black/dark tones.

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  • Problems with RGB in smoke and fuelballs. Always get black/dark tones.

    Hi there!

    I'm new to Phoenix and Vray

    I'm struggling to get rid of black/dark tones when I use rgb on my smokes or fuel balls.

    I uploaded a video explaining the issue.

    Its basically a simple smoke burst having set its source and to use rgb, also set on the volumetric options Smoke Color.

    Its RGB map uses a cellular difuse material with two colors (now set to white and green to test).


    How can I get rid of these black areas in my fumes? I'd really like to be able to play with colouring clouds freely.

  • #2
    Link to scene file:

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    • #3
      Hey,

      Just disable the Mapper in the scene and you will get the result you're after.

      You're already setting the RGB from the source in this case - there is no need to use the Mapper as well.

      Also note that by using the texture under the RGB channel and turning on modulate - this will multiply the texture by the RGB channel values (you certainly can do that, but you don't always need that in order to color the smoke by the RGB channel).

      Cheers,
      Georgi Zhekov
      Phoenix Product Manager
      Chaos

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      • #4
        Thanks Georgi

        Sadly no luck here after deleting the mapper and unticking modulate (and resimulating of course)

        What could I be doing wrong?

        My smoke source inject comes from the pflow event btw (therefore the trails)
         
        Last edited by Bruno_GG; 06-02-2019, 07:49 AM.

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        • #5
          Hey, sorry for that totally missed a few things.

          So in your case you're using Simple Smoke Opacity of 1 and in the later frames the opacity of the smoke gets really low like 0.0001 and the RGB color doesn't get through correctly.

          In order to get what you're after you can set the Smoke opacity to be based on Smoke, set the minimum visible opacity to 0 and set the values for the first point to 0 for x and y.
          Georgi Zhekov
          Phoenix Product Manager
          Chaos

          Comment


          • #6
            No luck again mate

            The black seems to go away like that but I still lose all the alha like half way the simulation

            I set Smoke Opacity to "Smoke" from SImple Smoke with minimum opacity set to 0 and first point set to 0 on x & 0 on y

             

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            • #7
              Hey,

              In this case - it's just the way the GPU preview works (it's just an approximation of what the render will look like, but it won't match 100%). So if you make a render you will notice that the smoke won't be visible as it's value is really low.
              If you wish to get an accurate representation while adjusting your settings you can use the V-Ray IPR.

              If you wish your smoke to not dissipate so fast - just lower your smoke dissipation value.
              Georgi Zhekov
              Phoenix Product Manager
              Chaos

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              • #8
                Thanks Georgi

                I get this when I try using IPR
                how do I get through that?
                Captured with Lightshot

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                • #9
                  Set your render mode to Volumetric Geometry from the Phoenix rendering rollout.
                  Georgi Zhekov
                  Phoenix Product Manager
                  Chaos

                  Comment


                  • #10
                    ... or use IPR on V-Ray GPU.
                    Svetlin Nikolov, Ex Phoenix team lead

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