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MarXindia

Noise issue using Animated geometry as pyro Emission Source

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Hi,

I am trying to use an animated geometry as emission source for pyro sim.The problem is when I check on the "use noise" option in the fluid source the noise is animatedting based on the animation of geometry, as the point positions are changing,where as I want it to remain static.Is there any way to use the rest position with this or any other option?

Thanks

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without looking at your .hip. not sure how your set up goes but  have a look at the point deform or attribute interpolate. 

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Here is the test file if you go through the timeslider you can see the noise changing due to change in the point position.I want  it to animate only when I switch on the animated checkbox in the Noise tab or while using a custom noise with animated offset.

BloodyNoise.hip

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Hi Arvind,

Firstly make sure ur animated geo has the Rest position attribute. Then dive into the Fluid Source node by Rt click - Allow Editing of Contents. You will find a SHOP node "volume_noise" dive in. Then on the "scalarvolumenoise1" activate the check box  "Use Rest". Hopefully that should do the trick.

Cheers

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3 hours ago, zeee said:

Hi Arvind,

Firstly make sure ur animated geo has the Rest position attribute. Then dive into the Fluid Source node by Rt click - Allow Editing of Contents. You will find a SHOP node "volume_noise" dive in. Then on the "scalarvolumenoise1" activate the check box  "Use Rest". Hopefully that should do the trick.

Cheers

I already tried doing that but it didnot work for me,my volume disappeared.To some extent I managed it by converting the rest position into a vdb vector attribute and using it as position for turbulent noise inside a volume vop to create the noise pattern.But, it didn`t give me the exact result  as the Position attribute inside the volumevop would give. Please check the attachment.

BloodyNoise_02.hip

Edited by MarXindia

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