You can emit from maya 2d textures such as a checkerboard. Just make sure to click on "alpha is luminance" in the texture node. The problem is when you decide to add the object to the exclude list in the sim. The object still emits fluids, but not from the texture.
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The render gizmo is sometimes broken with the nighty builds. We break the compatability from time to time and if something goes wrong, it's better to get nightly builds of VRay and Phoenix from the same date. There are also the samples that we try to keep working and can be used for reference.
Yes, you can emit from 2d texture in solid mode, the point is that you must have 3d texture in non-solid mode. Just find a way to check the attached example.
For the adaptive grid, I still can't reproduce the problem. If it was so obvious, we would have caught it. Without scenes/images the communication will be very difficult...V-Ray/PhoenixFD for Maya developer
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Here's the adaptive sim bug. First the sim with adaptive boundaries and jammed y. You can see the adaptive grid is working, but the ground fog is stuck to the boundary:
then with open y using ground plane instead
and the maya file
jammed_bug.zip
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when using adaptive grid you have to set properly the adaptiveness criteria. can't say more without the scene. i should say that even with properly set criteria it's possible to find a situation where the simulation is disturbed by the near grid boundaries, it's impossible to construct grid boundaries perfectly pretending to be infinite environment.
and that "bug" with the lack of adaptiveness for the jammed boundaries is by design, it would be weird to move a locked boundary.______________________________________________
VRScans developer
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The scene file was attached (see above). And my interpretation of a boundary locked in -Y would be to keep fluid from moving past the -Y boundary, not to keep it locked to the X and Z boundaries. Please have a look at the scene file before saying this is by design.
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Thanks for the scene. Now I see the problem. It's reproducable in the 3ds Max version too. It's very strange, but you are the first to notice this .
The fluid is flowing out from the newly created cells. We will fix it.Last edited by ivaylo.ivanov; 04-12-2012, 04:14 AM.V-Ray/PhoenixFD for Maya developer
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ANIM INDEX (Bob) …under sim node will not work on the render farm. *Seems like a great way to animate a cache, but it might be getting hung up on frames that aren’t whole numbers.
I'm still getting a bug like this in the 3ds max version of Phoenix. I animated both the sim timescale and the Anim. index in the input panel to get really slow movement. Velocity is simulated. It renders fine on my local machine but on the farm every non whole number frame is black with both Linear and Velocity as Blend as interp. method.
Phoenix FD 2.0 3ds max 2011 x64Sascha Geddert
www.geddart.de
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