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pf source as VRayEnvironmentFog gizmo?

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  • pf source as VRayEnvironmentFog gizmo?

    Is it possible to have the VRayEnvironmentFog render within moving particles? I see I'm not able to pick the PF Source as the Gizmo, maybe there's another way?
    Brendan Coyle | www.brendancoyle.com

  • #2
    that would be great to have and a sort of free approach to afterburn shipping with vray you could make particles have a gizmo per particle tho: http://www.scriptspot.com/bobo/mxs5/...ingObjects.htm

    kind regards,
    Anselm
    Anselm von Seherr - Thoss, incendii VFX www.incendii.com

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    • #3
      yeah I have that scene and have tried it with the vrayenvironment fog. I wasn't pleased with the results. Not sure if it was me or if was a limitation of the fog, but the different gizmos just didn't blend very well together, especially when there was alot of them.
      ____________________________________

      "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

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      • #4
        haha, its not that I'm trying to make volumes of smoke, I want to create something similar to globs of snow, using dense vray fog with a noise in its density. I've been getting great results with it but I wanted to put it in motion. I'll try a few of this particle backing scripts and see if any of it works. Here's another script that was recommended to me - http://www.scriptspot.com/3ds-max/scripts/pflow-baker
        Brendan Coyle | www.brendancoyle.com

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        • #5
          You could also covert the particle system to a mesh and use that as a gizmo for the environment fog.

          Best regards,
          Vlado
          I only act like I know everything, Rogers.

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          • #6
            One way of doing this would be writing a texture map that gets its color based on how close the particles are. I'm rather suprised that I've never seen a texture map like that... I wonder why. Anyway then you'd just use whatever gizmo you like and use that texture map.

            It would stil lbe somewhat inefficient way of calculating smoke particles because it would move using the steps, meaning it would not take big leaps within the gizmo if there are no particles around.

            I haven't used VRay for some time, but I think combining the particle system as a mesh and this texmap apporach would be pretty efficient.
            http://www.ylilammi.com/

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            • #7
              Excellent suggestions. I've already used the advice of Vlado with some static elements, turning the particles into blobmesh and collapsing. I had a bit of scare since I hadn't tested the fog with the gizmo moving and saw that with world xyz the fog wasn't moving with the gizmo. That was fixed with switching to object xyz, see the samples below:

              object xyz

              world xyz


              Next I need to try using one of those scripts on script spot, I believe that will be the solution to breaking the particles up into animated geometry I can use for gizmos.
              Brendan Coyle | www.brendancoyle.com

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              • #8
                Another VrayEnvironmentFog tip to share is do not check 'Store with irradiance map' with lights that you want to affect your fog.
                Brendan Coyle | www.brendancoyle.com

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