Smoke opacity grid texture

I’m trying to work out if there’s a way similar to Maya fluids where you can add a texture to opacity that stretches based on the grid velocity. It was always helpful for add a bit of extra fine detail. Thanks!

Maybe this is the ‘Advection’ displacement mode? You can plug a PhoenixTexture there which extracts the velocity from the grid and use it as the so called ‘gridless’ or ‘render-time’ advection. You could also set the displacement multiplier to both positive and negative values in case you need to reverse the velocity. There was a topic on that here in the forums recently, and I think there was a simple example scene too.

Cheers!

That seems like what I’m looking for. Is it available in the Maya version? Can I use it with VRayVolumeGrid on our render farm without needing an extra Phoenix license?

Yup, it’s in Maya, but it’s not in the VolumeGrid, but Phoenix would not require a license for rendering, so you just have to install it on the farm and everything should be fine :slight_smile:

My Maya PhoenixSim node doesn’t have an option for “Advection” type displacement. Only gradient, surface and vector. Is it a new addition? I’m running 3.03.00 BuildID# 170227

Ah, yes, it’s new since 3.03. Grab a latest nightly build :slight_smile:

Where do I plug in my noise texture to the pheonixTexture?

You can blend between a noise map and the Phoenix Grid tex before you plug the result where it’s used. The Grid Tex does not have a noise slot, because it’s just a standard map and you can do anything with its output.

Hi Svetlin,

I currently run into a problem with rendering phoenix on the farm. I wonder if you can give me a full instructions about how to set up. Every time I render Phoenix on the farm, I get everything except Phoenix.

Thanks,

Hey,

First off, just to make sure, did you check these: Chaos Docs

Cheers!

Can you give me an example of how this advected displacement with the phoenixTexture might work? I’ve wasted many hours trying so far. Is there a built in procedural noise texture in Maya that it will work with it? Multiplying or blending a volumeNoise with the phoenixTexture causes it to crash. VolumeNoise works fine if I plug it directly into displacement

Sure, here you go:
phx_advect_displace.zip (15 KB)

that example doesn’t include any noise. How would you set up the blend/multiply between the noise and phoenixTexture. Which kind of noise would you use?

Hmm, let me try to reproduce the crash you are getting…

Used a colorComposite here and couldn’t crash it. Would it be possible for you to send over a scene that helps reproduce the crash? Also, are you crashing it with a nightly build?

It’s working now with a colorComposite. I was trying to use multiplyDivide and blend nodes which both crashed as soon as I tried to connect them to the displacement. I guess they are not compatible for some reason?

I don’t see much difference multiplying the noise and grid texture together than to just connecting the noise directly to the displacement. The noise seems completely static and isn’t flowing with the velocity

We’re on nightly build# 1706057443

This is exactly why I directed you to the docs - it is explained there :slight_smile: You need to put the caches on a shared network folder. Then set the path to that folder in the Input panel like this \\folder\folder2\fodler3

Hooray, git it! Will be fixed in Monday’s nightly build. Thanks very much for finding this!

Hi Svetlin,

I went through the Document you recommended yesterday. What I want is to render phoenix on render farm not distributed rendering. And I’m working on a share network folder, I did try replace the input path \\folder\folder2\fodler3 before saving and submitting the scene on the render farm. It’s still not working I don’t know why.

Hi Svetlin. I got it working by installing full phoenixfd on the farm. Seem like it’s missing mll file on render farm . I just want to let you know.