Triangles in the Simulation.
HM !
All my text was delete.
Hey, I don’t see anything out of the ordinary. Your simulator resolution is very very low - just below one million voxels, and you are looking at the voxel triangle preview (Chaos Docs)
How do you want it to look?
Hi Svetlin,
I dont know what happens and Im having a look into it now.
I will come back to you after having a result in this issue or earlier if I can solve this issue.
BTW!
Thank you for your answer and the link you sent me.
I will read the link you just sent me.
EDIT:
I kept the resolution as low as possible to let phoenix fd run fast so I can find the issue faster.
Ok.
I solved the problem.
The was a connection that broken all and by deactivating the GPU preview and turning the GPU preview back on again, then works everything again.
This problem came from trying to find the “PG_PhoenixFDSimulator1” which this not exist in the newst version of phoenix - or I dont know how to create them.
By trying to connect my RGB from the fire “PhoenixFDSource1” to the “Particle Shader” connecting them many times and in different orther and connection nodes, maybe something went wrong.
Now …
Im still trying to connect the RBG to the “phxParticle_set1” as in your examples.
How to connect the RGB Map to get “velocity” Colors from the created “Phoenix FDParticle Texture”
Another trouble in which Im running is the thinness of my fluids.
Why is the difference between the geometry-fluids-emitter to the thickness of the fluids itself?
As you can see in the picture the objects that are the fluids emitter ist 0.0559 cm and the fluids itself are way to thick.
You can download the test scene I have under:
https://class-a-strak.com/XBO/CHAOS\_FORUM/TEST\_RGB\_sent.rar
Ah, this is normal. Your fluid will not just stay still and form a thin line. It will try to curl and mix with the neighboring voxels, meaning it will blur with the next 2-3-4 or more voxels above and below over time. Also, it depends on what kind of Mode your Source is in - if it is in Surface Force mode, or in Volume Inject mode, and the discharge is too strong, it will also transition in the neighboring voxels due to high pressure.
The “PG_PhoenixFDSimulator1” node should be one of the Particle System nodes: Phoenix for 3ds Max
In newer versions of Phoenix I equalized the naming of these nodes between 3ds Max and Maya, so now they should be called “Particles […] of […]”
Hi Svetlin.
Got it !
Thank you for your answer.
OH ! I will definitely have a look into this.
Thank you !
NOTE:
I got confuse, because in the files you uploaded I have this “PG_PhoenixFDSimulator1_Liquid_0” (i.e.) node.
This node appears also in a MaYa versions. i.e. inside this scene Example you will find the “PG_PhoenixFDSimulator1_Liquid_0”.
[/URL]Particle Shading
[/HR]
Now that we have the scene setup we need to render it out. By default the Phoenix FD Simulator will be rendered as mesh, though in this case we would like to render out the simulation as particles.
Select the Simulator and from the Rendering roll-out disable the checkbox for Enable Rendering.
Create a Phoenix Particle Shader. A new phxParticle_set1 node will appear in the Outliner. This set is used to specify what particles will the Particle Shader be used to render.
Right-mouse-button click in the Outliner and disable the Show DAG Objects Only checkbox.
Middle-mouse-button drag the PG_PhoenixFDSimulator1_Liquid_0 node into the phxParticle_set1 set. This node holds the liquid particles generated by the simulator.
If we hit the render button now you will get something similar**.**
[[/QUOTE]](Phoenix for Maya)This is the reason it was really confusing for me.
As an example.
Im trying to connect the phxParticleTex_set1 → ?
It cant be to the “Particles […] of [MESH or GEOMETRY]”https://www.class-a-strak.com/XBO/CH…___FAQ_001.PNG
So I will try to connect:
phxParticleTex_set1 → PhoenixFDParticlesTexture1But why to a Texture itself ? Dont get it.
The PhoenixFDParticleTexture1 it is the one that should drive the RGB or Velocity of the desired RGB.This is what I mean:
https://www.class-a-strak.com/XBO/CH…Connection.PNG](Phoenix for Maya)
I think it needs to be exactly what you think it can’t be, not sure why. In the Particle Texture’s set, you include some or all of the Particle System nodes…
I think a Video will explain better
https://www.class-a-strak.com/XBO/CH…FAQ___sent.mp4
The one shows the simulation with colors is the actual model in which Im working.
The one without simulation is the one from your Tutorials.
https://docs.chaosgroup.com/display/…rticle+Shading
EDIT:
BTW ! All the steps are explained here too, but still not working.
If you’re following exactly the steps from the video and it is still not working, then may be there is something specific in your scene.
Can you send it over so we can check where the problem is?
Thank you Georgi !
You can find the file under:
Ahhhh, sorry, I’ve mislead you
Even though the Particle Texture has a set, only the first selected Particle System node in the set is being used. So in order to shade X emitters of drag particles, you also need X particle shaders, with X different particle textures, each plugged in its particle shader’s Color Map…
Correct !
It is not connected, because I did all the possibilities possible as I show you in my Video and Images.
So that is the reason why the second is not connected to.
If you had a look and you said there is possibility to connect - I will have a look again on it, but until now I didnt find any possibility to get this work as in your tutorial and Videos.
EDIT:
Dear Svetlin,
As I said thinks are not working at all.
I will show you in a Video.
I dont know which MaYa Version do you have that maybe works for you, but for me is not working at all.
Video is coming.
Im using MaYa 2020.4
Ah, which tutorial and videos do you mean?
Hi Svetlin,
I mean this video:
I mean this tutorial:
https://docs.chaosgroup.com/display/…rticle+Shading
Ok. I tried really hard and I never get this work as you show in your tutorial and and Video.
I did EVERYTHING.
There is only one way to change and have the speed or velocity changed, but it is not what Im looking for.
What Im looking for here is to follow along your description in the Video and Tutorial which it is not possible to do it.
You show extremely COOL and EASY how to render different colors and how to make looks good.
I found that you need to run all the time again and again the simulation to have changed the RGB from the fireSim so load the RGB from the Texture.
That means:
When you check on the RGB in the fireSim and you add a Texture and change the Colors, then you will need to run again the simulation so the Particles color change. You will see this in my Video.
After connecting everything you will never be available to render the RGB or the Velocity selecting them from the “PhoenixFDParticleTexture1” Color from Particle Channel → Use Color From Particles Channel.
NOW ! I found something new. If I close the file and just try to change the “Color from Particle Channel → Use Color From Particles Channel” and change this to whatever should be (RGB, Position or Velocity) will not change.
I need to run the whole animation again so I can choose what type of look in the render I want to have.
This is just a small simulation. Imagine a huge simulation. You will need to have a free day or week or have another computer so you can be productive and dont get fire.
REALLY!
I really need to run the whole simulation so I can change from RGB to Position or Velocity in the “Color from Particle Channel → Use Color From Particles Channel”
I thought I forgot to swtich to vRay Physical camera to run this properly and the result still the same.
I thought … hm maybe in the render settings instead of progressive I need to change to bucket = still the same. Nothing change and I wasnt available to do as you show in the Video and Tuturial.
This Video:
This Tutorial:
https://docs.chaosgroup.com/display/…rticle+Shading
You can have a look into my Video that I prove my point and all the tries I did and never works as it showed.
https://www.class-a-strak.com/XBO/CH…FAQ___sent.mp4
And you can download the file to have a look under:
https://www.class-a-strak.com/XBO/CH…HAOS_GROUP.rar
WOW ! NOW ! I cant even change the “Color from Particle Channel → Use Color From Particles Channel”.
I close MaYa and the file and now is not longer possible to change as before the “Color from Particle Channel → Use Color From Particles Channel”
Oh BOY!
Even if I run the whole Simulation.
EDIT:
And here is the test that show that is not longer posible to use the ParticlesTexture even if I recreated a new one at the end of the Video.
Hey, maybe I was not clear in my previous post:
In “phxParticleTex_set1”, please use ONLY ONE “Particles_of…” node. Do not use 3 or 4 like in your video.
One more thing that might be confusing you - the particle channels, like RGB, will show in the “…” dropdown ONLY if they are present in all timeline frames. So make sure to delete your caches and to simulate again if you’ve just enabled the RGB channel on the Source.
And one more thing that might be the cause of issues - try editing the Particle Texture from the attribute editor and NOT from a COPY TAB. Copy tabs should be working, but you might have hit some issue.
As for the particle shading video and step by step tutorial - if you follow each step exactly, do you get a different result? I understand you are working on a different setup that is similar to the tutorials, but still is very different. If you follow the tutorial precisely and you find something different from our results, please tell me at which step it happens and we will correct it.
Thank you!
To prove that is not working I did from the begining everything.
Maybe I have done something wrong, but I repeat all the steps again and again and again.
This Video is NOT speeded up.
I spend more time trying things at the end and maybe I lost at least 5 minutes trying to understand what can be wrong.
Hi Svetin,
I tried to repeat everything from the beginning to have a clear scene and see if this will solve the problem.
You can have a look into my Video. The last Video I share on top of this message.
Let my try your suggestions.
In my new scene I have only 1 “Particles_of…” node.
Let me have a look and I will come back to you again.
THANK YOU SOOOOO MUCH FOR THE SUPPORT !
EDIT after readying your comments:
I use MaYa since 2000 and I know that copies of Attributes cause problems or dont show everything.
The copy attributes I use for teaching or showing all I have in one screen. ![]()
If you have a look into my last video I connect the textures over the attributes and not in a copy attributes window. ![]()
I have expend 3 days doing this and trying to understand what is wrong. 3 days is a lot and I couldnt come with a result.
I understood the intention for the RGB coloring and I love it and that is why I spend that much time to see if I can make it.
You note # 1:
As you can see I have only 1 “Particles_of…” node - since I started from the scratch.
You note # 2:
I always delete the cache. I never use the “Restore”. I found more convenient to clear everything and start the simulation from the beginning.
This because I found that the RGB PhoenixFDTexture and the RBG in the SimSource they both NEED to be recalculate in order to show up. It is not interactive and it is sad, because in the Video looks like the guy just run once the simulation and then started to change things.
But is not like that. I need to re-simulate if I have change the colors in any of the Textures.
You note # 3:
I already comment about the attributes-copy-window.
Im aware about this issues ![]()
Question # 1:
Yes I get at the very last step.
I dont know at all if this has to do with the fire / smoke simulation. Because in your Video you show a Liquid Sim and Im trying to do the same BUT in a Fire Sim.
If this is a problem I dont know. It shouldnt since is a change in the RGB Channel. So the fire should also work with the same technique IMHO.
When it happens?
Well everything works until I render the new re-calculated Simulation after doing all the necessary changes. That means I change the Texture Colors and I choose “RGB” from the pop-up Menu. Then I re-calculate the Simulation …
AND THEN … when I try to render it shows a normal white smoke.
If I turn of the GPU Preview thecolor in the Particles are appearing correctly, but the GPU color changed will not render the chosen colors.
So at the very end is happening something that the colors goes ignored.
I dont know if it is vRay or Phoeix FD.
This is out of my knowledge. ![]()
My suggestion:
You should try, because there is something that doesnt work properly.
Now I will try using a liquid to see if it works using a Liquid Sim.
But I will do this tomorrow.
I have expend already 3 days to solve the problem and I need to rest
I worked 2 days not sleeping at all. ![]()
Hey,
So in your last video you did everything right - you just missed to connect the Particle Shader to the drag particles.
Here is a recap of the important things:
1. Simulate your particles.
2. Create a Partricle Shader. After you create the Particle shader it needs to be connected to the Particle system you wish to render (doesn’t matter if this comes from Fire/Smoke simulator or Liquid simulator, you can shade all Phoenix particle systems, even nParticles). To link the particles just select the phxParticle_set and link it to the particle system you wish to render. If you do a test render at this point your particles should be rendered white.
3. Create a Phoenix Particle Texture and connect it to the Color map slot of the Particle shader created in step 2.
4. In the settings of the Phoenix Particle texture, click the Edit Particle systems button and link the phxParticleTex_set to the particles you wish to read the shading data from. Note that both the phxParticle_set and the phxParticleTex_set need to be connected to the particles.
5. In the settings of the Phoenix Particle texture, turn on the Use Color from Particle channel checkbox and pick your channel for shading .
As Svetlin mentioned the steps will work only for a single particle system. So if you have more than one - you will need to repeat all the steps from above for each system (every system will need separate Particle shader and Particle texture).
You can also check this video of how things work - https://youtu.be/Q5uhTAGmHWo
Hope this helps!
Hi Georgi !
I warmly appreciate the help and support you and Svetlin gave me on this one.
I got confuse at the end, but now with the video it is clear the steps to follow.
Im testing right now / Im learning all the new steps.
One thing that I dont get it and still there → Why sometimes à have the change to choose from RGB to Position or Velocity.
Sometimes I have the choice of RGB, Position or Velocity and sometimes I got the uption of only RGB or the option of RGB or Position.
My Output is always the same for the Sim container.
Output rollout:
RBG check on
Velocity check on
Position is always check on.
But in the pop-up for the selection in the “Particles Shader” / Map Color as I said is always different the choice I can have and rarely Velocity and RGB which is the one I aim for.
BTW in the Output Particles I selct:
Liquid
Splashes
Mist
Foam
WetMap
all of them and I choose Velocity and RBG.
I play around with all of them and the pop-up Menu from the Particles Color Map doesnt show the Velocity.