I just stumbled over the images of the VRayEnvironmentFog help showing smoke.
How did you simulate this as a 3d texture or import did it, maybe from FFX?
Thanks, Rob
I just stumbled over the images of the VRayEnvironmentFog help showing smoke.
How did you simulate this as a 3d texture or import did it, maybe from FFX?
Thanks, Rob
It is not FumeFX; we used another fluid dynamics engine, which has the capability to provide the simulation data as 3d textures.
Best regards,
Vlado
whats the difference in speed/quality to doing smoke like that than with fumeFX or aura
VRayEnvironmentFog offers seamless integration with the V-Ray lighting calculations, including GI. The lighting and GI calculations performed by VRayEnvironmentFog are much faster and more precise than what a standalone atmospheric can achieve, because it can full take advantage of the V-Ray API.
Further on, VRayEnvironmentFog can be used to code complicated volumetric effects simply by implementing the proper texture maps to describe the volume - without the need to get deep into V-Ray shading code.
Best regards,
Vlado
huh? How did you make the smoke? What fluid dynamics engine? Can you give some more detail to us novice guys please?
Yea it has kind of an aura about it, doesn’t it…?
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ooooh
me wonders!
PLEASE SAY IT’S SO!
I am tired of all the FumeFX talk when Aura was able to do crazy stuff long before fume.
I want my AURA!
the big question for me is how was the VrayAtmosphericFog effect applyed as a material to the smoke object? I thought this could only be applyed to gizmos.
It was not appliled to any object; simply the density and emission textures came from the grid of the fluid simulator (there is a special 3d texture map that reads these values and makes them available to VRayEnvironmentFog).
Best regards,
Vlado