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Pyro Noise


Macha

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Does anybody know of a good workflow to apply and adjust noise modifiers in the pyroshader?

I'm having a hard time figuring out which bits in my render are due to noise settings and which are due to other settings.

If anybody knows of a good way to preview the effect of noise modifiers, let me know!

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You could turn off all the noise modifiers with the "Active Noise Modifier" toggle, then switch then on, one by one ...

Does that helps at all ?

REVISED

omg, i see you all over peter's threads, so obviously you didn't find the solution there.

ok, this is out of my skill range, but if i were a houdini master here is what i would do.

create a visualization that compares to identical sims and shows the delta or change in vector direction / length and a color ramp.

if you place a particle in each voxel that is moves with the smoke. number each particle to track delta. have the delta draw a normal that is longer or shorter based on the delta and use that same number to choose the color on the ramp. then you could setup a wedgerop to render a noise on and a noise off sims. or noise setting a and noise setting b or whatever.

the delta change for each particle should show you the noise pattern.

also a slice method using the compared deltas would be good as well.

http://www.csc.ncsu.edu/faculty/healey/HTML_papers/supernova/supernova.html

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peter quint has several videos that deal with the smoke solver. the visualization tools should be similar to the pyro solver.

the 'upres' series should do the trick i think.

http://vimeo.com/user2030228/videos/search:smoke/sort:newest

love this guys vids... although i always have to crank the volume, he's very quiet. lolz.

cheers!

Edited by smaugthewyrm
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