I had some spare time so I started testing Phoenix FD paints texture with speaker cone animated by sound controlled. I see that occasionally paints do disappear for frame or two, I wonder what might cause this behavior. I have used correct Physical values for this exact speaker model. Maybe I should limit the movement of the cone.
The music is composed by my son and recorded by his band.
Ah, maybe the cone is moving waay to fast for the sim to catch up, so you can try and add a bit more steps per frame (you can animate the steps per frame to be higher just for the parts when the cone is super fast and bring them back down for the slower frames).
I’m already using 30 substeps. Maybe I should reduce the cone limits in sound controller. I’m now using the maximum specified value for X Max +/-7mm.Maybe I should reduce it a bit.
I made another test. This time I wanted to study what happens to grid texture if I mix two paints. I replaced the default Phoenix red paint color with RAL 300 (Feuerrot) and then made a new emitter for the complementary color, being RAL 5021 (Wasserblau).
The paint mixes correctly in Phoenix liquid, but not in the wet map. I wonder what went wrong.
This is just my test scene for testing the wetmap feature. So it’s not me this time. By the way, where it get the color information? I might want to change it to mixed color as in the center.
If you’re using the paints preset - the different colors are assigned through the Liquid Source RGB color, then this RGB color is read via the Phoenix Grid Texture and used in the material applied over the simulator. If you wish the colors to mix more you can play around with the RGB mixing option in the Dynamics rollout of the Liquid Simulator.
I’m not sure if I understood correctly. I have two different color emitters, but the wet map includes only color of one. What do I need to do, if I want to have the wetmap color “independent”?
The way things work now - when you read the wetmap particles through the Phoenix particle texture - it will return black and white. White where there are wetmap particles and black where there are none.
No matter the color of the liquid that created the wetmap - the particle texture will only return black and white.
In the future we can make different colored liquids to apply their color to the wetmap as well. But this is still not possible at the moment.
I still don’t know where the red color into the wetmap comes from. I have one red and one turquoise emitter. If I want to change the splatter color, which parameter I need to edit? It would be logical to replace the red color with mixture of red and turquoise as the emitters are. Is it done in material editor?
I think, I got it now. I use animated color from red to turquoise. I start first red emitter, then turquoise and lastly stop red emitter. I don’t need to create keys for mixed color since it’s mixed correctly without.
Sure…I was more thinking that if you wanted you could use maps to vary the mix amount in the wetmap distribution, or something like that, but whatever works for you is great
In the latest nightly builds the Wetmap particles can now use the RGB channel. You just need to enable the RGB channel checkbox for the Wetmap particles in the Output rollout and run the sim again.
If you have enabled the RGB for the Wetmap particles in the Output rollout, after that make sure that you have enabled the “Color from Particle channel” option and you have selected the RGB in the Particle Texture options.