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billowysmoke shader


bird

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Hello everybody, I have a question about a weird behavior of my smoke movement.

As the smoke moves nicely, it suddenly jumps to another shape. You'll see the issue in the fourth one of six images that I've attached. When I turn "Do Noise" toggle off in the billowsmoke shader, I don't see the issue but I do want to have the noise since it looks more natural for me. I'd very appreciate any comments or help.

Sewang Kim

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post-7226-133143905642_thumb.jpg

post-7226-133143907185_thumb.jpg

post-7226-133143907809_thumb.jpg

post-7226-133143908287_thumb.jpg

post-7226-133143915528_thumb.jpg

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  • 5 weeks later...

Hello everybody, I have a question about a weird behavior of my smoke movement.

As the smoke moves nicely, it suddenly jumps to another shape. You'll see the issue in the fourth one of six images that I've attached. When I turn "Do Noise" toggle off in the billowsmoke shader, I don't see the issue but I do want to have the noise since it looks more natural for me. I'd very appreciate any comments or help.

Sewang Kim

This is a result of your rest field updating. Check in your smoke solver. The downside to using the smoke solver is that there isn't support for two rest fields (at least by default) as there is in the pyro solver. Basically what is happening is that you have a form of UV mapping attached to your fluid, which is how you can get texturing applied in a volume. The rest field will reset at a set interval according to your solver. What you are seeing in your renders is the rest field resetting causing a pop in your texture. The pyro method had two rest fields in the solver, plus support for two rest fields in the shader. It will fade between the two to regenerate the mapping coordinates in a way. It is still a bit unwieldy, causing some pulsating of the texture if not used properly.

I hope that helped.

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This is a result of your rest field updating. Check in your smoke solver. The downside to using the smoke solver is that there isn't support for two rest fields (at least by default) as there is in the pyro solver. Basically what is happening is that you have a form of UV mapping attached to your fluid, which is how you can get texturing applied in a volume. The rest field will reset at a set interval according to your solver. What you are seeing in your renders is the rest field resetting causing a pop in your texture. The pyro method had two rest fields in the solver, plus support for two rest fields in the shader. It will fade between the two to regenerate the mapping coordinates in a way. It is still a bit unwieldy, causing some pulsating of the texture if not used properly.

I hope that helped.

Thanks goshone. I think your answer is exactly what I am looking for. I'll mess around with it again and see how it goes. thanks :)

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