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fire sim in 1.2 - cell size affects emitted light?

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  • fire sim in 1.2 - cell size affects emitted light?

    subj pretty much ...

    no additional lights used, just whatever the flames generate by default
    going with smaller cell size to gain more detail in the flames also makes the fire emit more light into the scene

    if this is normal behavior than it's pretty darn annoying
    makes it hard to use low res grid for testing
    and with GI influence multiplier nowhere to be found also makes it hard to get the desired look

    Ivaylo, is it a bug or a feature?
    i'm having a hard time telling them apart lately
    Keep Going!

  • #2
    sounds like a bug, you mean the lighting is produced by GI and it depends on the cell size? what about the visible fire brightness? is it also increased?
    ______________________________________________
    VRScans developer

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    • #3
      yes the fire changes in both brightness and size
      smaller cell produce taller and hotter fire
      substantial enough to where the temperature had to be dropped from 3000 to 1800 to get the same rendered height
      but the GI still remained brighter than lowres sim even at lower temperature

      it wasn't me playing with, but i was involved in tweaking
      unfortunately the guy who worked on it didn't save any image references
      Keep Going!

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      • #4
        well, it's odd that the brightness is changed, it depends on the temperature that is specified by the source. the change of the fire height is different, it's not desired effect but is unavoidable, actually the sim always changes when the resolution is changed. i'm considering an idea about this but is still an idea...
        ______________________________________________
        VRScans developer

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        • #5
          well, i hope it's a good idea!

          right now if i am to sum up my impression of Phoenix in one word that word would be "unpredictable"

          and the reason for that is because there is no way to run a low res sim for testing
          be it water or fire as it turns out

          most of the time real production deadlines require a way to predict the final behavior based on quick tests
          and it's just not the case right now with Phoenix, for me anyways

          may be someone out there who is having a better luck can share some tricks?
          but ultimately i think it's up the programmers to make it more tamed
          Keep Going!

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          • #6
            I think phx going toward some advanced ways of simulating. Unfortunately, I guess not before version 2.0 sp1
            I just can't seem to trust myself
            So what chance does that leave, for anyone else?
            ---------------------------------------------------------
            CG Artist

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            • #7
              well, i really like the interactivity, how anything could be changed while the sim is running
              it certainly helps to get the "right look"
              but to get guaranteed results it needs to be done at final grid size
              and that's what makes it time consuming
              Keep Going!

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