Has anyone tried mixing the rgb channels and use the grid texture? I’m trying to mix two colors; blue and yellow. The result should end up to be green, but instead it only becomes a slight tint of blue. It looks as if where the colors start to collide, the result of the yellow fluid changes to white, which then mixes with the blue to make the sky blue color. Why is it changing to white when colliding? I have attached a few settings and screen grabs of the results I’m getting. My liquid dynamics RGB diffusion is set to 1. I have exported the rgb grid information in the output and set the colors for both emitters and checked rgb. I have then used the phoenixfd grid texture and chosen the RGB channel to map. The diffuse color of the texture is set to black for the highest constrast.
I have also tried different mapping types; mirror, clamped, single, etc.
Any guesses or obvious things I overlooked?
This time I used the paint template and get the same result. The best way to explain it is that it seems like there is a global addition of “white” to the mixed particles. What could be causing the tint?
I’m trying to mix two colors; blue and yellow. The result should end up to be green, but instead it only becomes a slight tint of blue.
yes, if you are mixing absorbtion based colors (like real paints), but the computer world is using emission based color rules, just because the monitors are emission based (they can be seen with no external ligting).
so, in RGB space yellow is R+G, blue is only B, mixing them gives R+G+B with magnitude 0.5, that is gray.
The colors were one part of the troubleshooting, and using a gradient map did allow me to change out the colors, but I still have a problem with equal distribution.
You can see when the activity is turbulent, the colors mix well. When the fluids settle, one source becomes the dominant color and the mixing properties disappear as shown. Is there another trick to help control the weight of each fluid source? Both sources are identical in terms of output power.
I tested more with the RGB diffusion. That is a very sensitive setting :). .01 made a huge difference. I was under the impression that 1.0 would be the best, smoothest gradient possible so I was stuck on that. Hopefully these examples will help others looking to do the same effect.