Adam Ferestad Posted February 15, 2016 Share Posted February 15, 2016 I am trying to accomplish an Ink in Water effect for a project in my course, and I have been instructed to use Pyro to do so. I am ok with this, as I have plans for my final project in the class that relies even more heavily on pyro to accomplish the effect, so learning how to wrangle it now will make it much better then. I have found a great source for my look development and sim development. I have figured out that I am going to need to create a vector space to control the velocity field of the simulation to really get the control that I want over the simulation, but unfortunately I don't seem to be able to import the field that I have generated in my SOP. The attached file has all of the vectors calculated and sitting on a SOP, but I only seem to be able to use it if I have it on the generating geometry, which I want to be separate so I can make it look like an injection into the volume instead of the volume creating it itself. This is actually a key part of my final for this class that I need to get the kinks worked out now, so I can focus on the individual problems for that project. So what am I missing in this DOP network? velocity volume test.hipnc Quote Link to comment Share on other sites More sharing options...
mestela Posted February 15, 2016 Share Posted February 15, 2016 (edited) You were missing a few things, notes and stuff are in the hip. I initially had a hacky way to create the velocity volume, kindly co-worker next to me showed me a more efficient way (to save a download for the curious, basically use vex/vops to do the velocity transfer from the geo with something like this): int pt = nearpoint(1,@P); v@vel = point(1,'v',pt); velocity volume test_add_vel.hipnc Edited February 16, 2016 by mestela Quote Link to comment Share on other sites More sharing options...
Adam Ferestad Posted February 15, 2016 Author Share Posted February 15, 2016 Thanks Mestela, that is working pretty well. Would you happen to have any suggestions on how to get a smooth render out of Mantra on the volumes? A classmate said that I could increase the Stochastic samples, but that hasn't seemed to do too much towards smoothing it. I cranked up the volume samples for a test and it started to streak and take forever to render. I am trying to figure out optimizing the renders but I am just not sure which settings to even play with. Quote Link to comment Share on other sites More sharing options...
mestela Posted February 15, 2016 Share Posted February 15, 2016 That topic comes up pretty frequently here, a search should find loads. Quote Link to comment Share on other sites More sharing options...
Adam Ferestad Posted February 16, 2016 Author Share Posted February 16, 2016 thanks Quote Link to comment Share on other sites More sharing options...
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