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Smoke sim and v-ray fog

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  • #16
    Re: Smoke sim and v-ray fog

    Andrey, I'm very happy with this feature working now. So now its time to fulfill my declaration.
    Proceeding with donation

    Thanks again!!!!

    Comment


    • #17
      Re: Smoke sim and v-ray fog

      Procedural Fog textures: Confirmed. No problems to report.
      (Vray for Maya demo, 2.20.1)
      Attached Files
      H.G.A.
      Forgive my poor english...

      Comment


      • #18
        Re: Smoke sim and v-ray fog

        Sounds great, thanks Andreï!
        Could someone compile an OSX build please? I've never succeed to make one.
        http://www.bupla.com

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        • #19
          Re: Smoke sim and v-ray fog

          Building for Mac OS X should work fine now - I've updated the build script and I'll try to build vray smoke texture plugin for mac as soon as possible.
          V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
          andrei.izrantcev@chaos.com
          Support Request

          Comment


          • #20
            Re: Smoke sim and v-ray fog

            Hello everybody,
            I ran onto a problem while modyfying Andrey's example scene and/or creating smoke setups from scratch. I'm always getting smoke that is faulty relocated and scaled down in relation to the viewport preview.

            Did anyone experience such problems?

            Below are links to my scenes that are NOT rendering correctly.
            https://dl.dropbox.com/u/12166480/SMOKE ... roblem.zip

            What am I doing wrong?

            Maybe it has something to do with V-Ray build? Should I use some specific nightly?

            I use Latest V2B custom build and script, Vray build 11 May 2012, ("V-Ray Standalone, version 2.20.01 for x64" "V-Ray core version is 2.00.01")
            dll I use is: vray_TexVoxelData_23.dll

            Help me please!

            Comment


            • #21
              Re: Smoke sim and v-ray fog

              Hi, by now I have working solution/workaround (in problematic scenes I was using boxes of fifferent edges lengths):
              -but Smoke domain MUST be a cube - then everything keeps right proportions.. I think for optimising computations it would be cool to be have non proportional gizmos -some day.

              Just tested smoke over DR setup.. It's GREAT!!!

              Comment


              • #22
                Re: Smoke sim and v-ray fog

                Smoke domain must be a default cube (with edge length 2.0) and then you are free to use scale (even non-proportional) to match your desired computation boundary.
                V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
                andrei.izrantcev@chaos.com
                Support Request

                Comment


                • #23
                  Re: Smoke sim and v-ray fog

                  Originally posted by bdancer
                  Smoke domain must be a default cube
                  Is that a blender thing?
                  H.G.A.
                  Forgive my poor english...

                  Comment


                  • #24
                    Re: Smoke sim and v-ray fog

                    Yes, check "Creating the domain" section here http://wiki.blender.org/index.php/Doc:2 ... oke/Domain
                    V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
                    andrei.izrantcev@chaos.com
                    Support Request

                    Comment


                    • #25
                      Re: Smoke sim and v-ray fog

                      Well, it was just curiosity. I guess the real question was:
                      is that a power-of-two thing?

                      But it seems it is just a boundary...
                      H.G.A.
                      Forgive my poor english...

                      Comment


                      • #26
                        Re: Smoke sim and v-ray fog

                        I want to thank you...you are the light in a tunnel... v-ray is the only way here, and you are the man!

                        Comment


                        • #27
                          hello guys!

                          I am having a problem with rendering the smoke scene bdancer uploaded in the first page. I baked the sim, but when I render I get the whole domain as a block of smoke. It looks like the voxel texture is not telling vray where the fluid is. I also tried to make a scene from scratch, but same thing here.

                          Is there some setting to change to avoid this also in the scene bdancer uploaded or is it something else? I am using the last blender vray build for win64 bit.

                          Thanks for any help!

                          Comment


                          • #28
                            Re: Smoke sim and v-ray fog

                            Are you using the correct vray_TexVoxelData dll? If Vray doesn't found it, the whole domain will be rendered (the domain cube) instead of the voxel data.
                            H.G.A.
                            Forgive my poor english...

                            Comment


                            • #29
                              Re: Smoke sim and v-ray fog

                              mmmm... I don't really know, is this some dll file to use? Could you explain me a bit better please? I thought the workflow to setup the voxel texture is similar to the BI engine

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                              • #30
                                Re: Smoke sim and v-ray fog

                                Go to https://github.com/bdancer/vray_TexVoxelData and download the vray_TexVoxelData.dll for you vray version. Put this dll in the vrayplugins directory (something like this:c:/program files/chaos group/vray/standalone/vray/vrayplugins).

                                The dll is part of Andrey's solution for smoke in vray. The trick is to use vray fog gizmos with custom volumetric data.

                                1. Setup your smoke sim as usual. Remember to give the domain a "Voxel Data texture"
                                2. Go to the world panel and enable effects. Add a Fog effect.
                                3. In this Fog effect panel, in the Objects field, select the domain mesh. In the Density Texture field, select the domain's Volxel texture.
                                4. Bake and render.

                                That is all, if I remember well...
                                H.G.A.
                                Forgive my poor english...

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