Strife Posted March 11, 2011 Share Posted March 11, 2011 May I know where to add a curl noise node in a autoDopnetwork (emit particle fluid tool)? Thank you Quote Link to comment Share on other sites More sharing options...
Macha Posted March 11, 2011 Share Posted March 11, 2011 In a dopnet? What exactly are you trying to achieve? There is a curl vex, so that would be available in a gas field vop, vop force, and other nodes that can use vex, or a popnet that sits in a dopnet. If you are more specific we can help you better. Quote Link to comment Share on other sites More sharing options...
Strife Posted March 11, 2011 Author Share Posted March 11, 2011 (edited) Edited March 11, 2011 by Strife Quote Link to comment Share on other sites More sharing options...
Strife Posted March 11, 2011 Author Share Posted March 11, 2011 I wanted to make the water more "turbulancy" and curl noise came to my mind. where can i do so? Quote Link to comment Share on other sites More sharing options...
Macha Posted March 11, 2011 Share Posted March 11, 2011 (edited) Hm, hard to tell from that, but some time ago Aracid gave some good advice regarding varying fluid emission. Here is the thread: I think just adding noise or curl after a sim is likely to look artificial. You need to add it before or during sim, and emission is a good place to start. At the moment you just have a plane emitting pretty much uniform amounts of particles. Edited March 11, 2011 by Macha Quote Link to comment Share on other sites More sharing options...
mawi Posted March 11, 2011 Share Posted March 11, 2011 You can place any POP-node inside the popsolver to update the velocity. Quote Link to comment Share on other sites More sharing options...
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