meeotch Posted October 9, 2013 Share Posted October 9, 2013 So I've been trying to retrofit the old billowysmoke shader to respect the rest & rest2 fields in order to render a white, puffy cloud of expanding smoke with noise. I inserted a blend into the restpos VOP, as suggested in a couple of older threads on here, but noticed there was still some weird jumping in the texture. Then I noticed the rest_ratio and rest2_ratio detail attributes, and thought, "Oh, even better - I don't have to debug my VOPs." Except the rest_ratio and rest2_ratio attributes don't seem to follow a simple back-and-forth interpolation between the two fields. They're never exactly 0,1 during the sim - and they don't change every frame: 1018 1 01019 0.24 0.761040 0.04 0.961051 0.1556 0.84441056 0.5196 0.48041065 0.8836 0.11641975 0.7528 0.2472[/CODE]That could be roughly 25 frames peak to trough, but the values are *static* in between the given frames. Also, diving into the stock pyro shader, I don't see a simple blending between two rest positions. There are a bunch of nodes with weird types like "pyroNoiseSpace" that have no documentation.Has something changed recently to make the rest space interpolation into a black box? 2 Quote Link to comment Share on other sites More sharing options...
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