I see. However that's where I'm having the problem with saving out particle ID. I have a v2 box and though it has the export section for particles under the 'liquid' rollup, whenever I check all 3 of the channels, they uncheck themselves, so then I can't retime after my v2 sim. I scanned through the changelogs from the downloads page and couldn't find when that bug was fixed to determine if my v2 box is just a bit too old. Would you have a later v2 box you could attach that would still allow multipass? Maybe I have an older early v2 box that had issues. Thank you!
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write particle id via mascript?
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Hmm, but wouldn't editing the prt_expmask in v2 work out for enabling these particles? If you are using an older version, it might not be available, and instead of it there were several other parameters you can access by script:
fmid
fmvel
fmage
fmszexp
spid
spvel
spage
spszexp
lqid
lqvel
lqage
lqrgb
lqvisc
lqprt
These can be set to 0 and 1, in case "prt_expmask" does not exist in the v2 build you are using.Svetlin Nikolov, Ex Phoenix team lead
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Actually.. I'm looking at the 2.2 help file and noticed that in the official release there was 'export' added to the bottom of the splash/mist and foam rollups. My v2 box doesn't have those. Would you be able to attach an official 2.2 release scene file with a v2 box in it? Let's call it max 2016. That'd be awesome!
Another option - a new nightly of unlocked access to the refltype and advtype for v3? ;DLast edited by ttdww; 04-03-2019, 05:34 PM. Reason: Said v2 in last sentence and mean't to type v3 (corrected).
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You can grab any of these v2-grade scenes: https://docs.chaosgroup.com/display/P213M/Examples
In the script you can type e.g. $.fmid=1 to enable the foam ID channel export. It's up to you to check if the long list of parameters exists with your v2 install, or if it's v3.
When my colleagues are back in the office on Tuesday, they'll see if they can set up a v3 scene with the desired detail - after all, it's important to be able to get the desired result with the latest version
Svetlin Nikolov, Ex Phoenix team lead
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Heya Svetlin,
Well it looks like I need to fall back to the flip solver. Once I turned back on the larger ocean waves, I can't seem to get rid of the flying water chunks caused by multipass. I thought I could eat them away as soon as they leave the waves with a really low splash threshold, but even at .0001 they are still there and just kill the realism of the large scale ocean. I also have 'affect liquid' set to 1.0. I guess it could just be the nature of multipass - bummer because I was getting such great detail in those little waves that ride on the surface of the larger ones.. and at only 125mill voxels for my box total.
So with that said, if the oceantex/foamtex idea could be worked out for plugging into the bump map of the material, that'd be cool - render-time detail for free! ;] Or if your team could find a way to get those little waves with flip solver without having to sim upwards of 1billion voxels, that'd be awesome as well. For a comparison of multipass vs flip, see that screen shot up above.
Thanks again!
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