Heya folks!
At the minute I'm doing a load of breath sims in fume just emitting from particles. As usual with fume, the source emission area looks a bit crappy and since we're trying to do breath, you shouldn't see the place it comes from. We sim to fxd so we can try the volume grid for rendering and what could be really handy for us is if you could use a matte / holdout object to cut down the opacity of certain cells of the grid and if there was some kind of feather / fadeoff distance option for each of the holdout objects. I tried to use things like a gradient ramp as a mask and even a distance tex but no joy. Any thoughts on if this'd be possible?
At the minute I'm doing a load of breath sims in fume just emitting from particles. As usual with fume, the source emission area looks a bit crappy and since we're trying to do breath, you shouldn't see the place it comes from. We sim to fxd so we can try the volume grid for rendering and what could be really handy for us is if you could use a matte / holdout object to cut down the opacity of certain cells of the grid and if there was some kind of feather / fadeoff distance option for each of the holdout objects. I tried to use things like a gradient ramp as a mask and even a distance tex but no joy. Any thoughts on if this'd be possible?
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