I’m getting some speckles when I’m mixing 2 paint colors together. Is there a way to smooth it out besides increasing my grid cell count? I know it can get more blurry with increasing the RGB diffuse, but I like the strong color separation. RGB diffuse is currently at 0.8 and my cell size is .055 with 4 SPF.
I guess my ultimate question is…what are my options if I like the resolution of my fluid mesh and the dynamics, but get this sort of spotty look? Because if I make my grid size smaller, then my splash seems to get way too detailed and spiky/noisy… I need like to resim just the rgb at double rez, although I know that’s not really a thing. I have some other tests going.
You can try to advect huge count of passive particles by the velocity field of the liquid and use them to color the mesh.
Are you using the Grid texture or the Particle texture for the RGB shading? With the Particle Texture you could probably try and make the particle radius larger - this should smooth the spots a bit, but will expand the rgb zone a bit.
Another thing you could try is to Smooth the RGB channel from the Input rollout.
Thanks guys…I am using the grid channel for rgb coloring. I’ll try blurring first. Ivaylo, hoke would I go about doing that advect method?
Perhaps this is what you meant, I added a particle shader to my scene as well, which I can maybe comp in later and hopefully fill the gaps by increasing count and/or size. Thanks for the help guys!
Well, now i see that drag particles are not supported by the liquid solver, this makes the task a bit complicated, but you can use PF or this new cool system, TyFlow, to drag huge (with PF not so huge) count of particles, i mean 20-100M or more.
Oh yeah Tyflow…someone was messing with it at work. SOOOOO amazing!
