anupamd Posted November 11, 2014 Share Posted November 11, 2014 (edited) So I've never had much luck using rest fields in pyro to add more detail via texturing. However the technique of advecting particles through the fluid and carrying over the local coordinates seems really promising. my question is how would one approach this? Seems to have worked amazingly well for the Main Road Post guys: "ultimately they determined that their best course of action was to run most of their Pyro FX simulations using advected particles inside volumes and then carry over the local coordinates. Taking this route allowed them to find the sweet spot they were looking for." rendered results: article from; https://www.sidefx.com/index.php?option=com_content&task=view&id=2692&Itemid=68 Edited November 11, 2014 by anupamd 1 Quote Link to comment Share on other sites More sharing options...
Annon Posted November 12, 2014 Share Posted November 12, 2014 Yeah so if you try and use Rest and Rest2 in volumes you're going to get diffusion so the values are going to get stretched and scewed. With particles the value is going to remain constant, only it's position is going to change. Just do a particle sim after your pyro sim and advect the particles by the pyro's vel. Use the same sources etc and add a rest field. You'll probably still get smearing so I don't think it's going to be a 100% perfect solution. Have a go though and report back your findings. Alternatively you can use the rest fields in sim to add displacement (have a look at the pyroclastic thread on this forum) or turbulence, Alejandro has a good example of a custom turbulence node he created which just splits out the control field so you can control different parameters of the turbulence individually. ( ). 1 Quote Link to comment Share on other sites More sharing options...
vfxhound Posted November 15, 2014 Share Posted November 15, 2014 Wow, I was just about to create a thread asking about this technique exactly after reading the making of Stalingrad by Main Road post on sidefx. Can anyone provide a simple example scene of this technique? Quote Link to comment Share on other sites More sharing options...
djwarder Posted February 25, 2015 Share Posted February 25, 2015 Hey guys, just revisiting this post. Been trying to use advected points to build a rest field, but banging my head against a brick wall! Anyone had any luck doing this at all? Quote Link to comment Share on other sites More sharing options...
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