JuriBryan Posted November 7, 2012 Share Posted November 7, 2012 Hey everyone, I am working on some large scale pyro simulations right now, and wanted to cut down the render time. So I was thinking that I could use a pop sop to create a particle system that matches the pyro simulation. That works perfectly fin, but I am running into a wall when it comes to rendering this point cloud. I want to give the particles the look of fire, but I don't how to start solving that problem. I can't just use the heat and temperature fields coming from the pyro sim to control the color attribute of the points, can I? Is there a way to do that, or does any body have good tips on rendering large scale volumes with in a decent time range. Cheers, Juri Quote Link to comment Share on other sites More sharing options...
Annon Posted November 7, 2012 Share Posted November 7, 2012 Don't know how much benefit you're going to get from it, but you could transfer the fields to the points as attributes and pick them up in the shader... Quote Link to comment Share on other sites More sharing options...
Serg Posted November 22, 2012 Share Posted November 22, 2012 Rendering the volume should be pretty damn quick with appropriate step size and Stochastic Transparency ON. Quote Link to comment Share on other sites More sharing options...
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