MarXindia Posted October 5, 2017 Share Posted October 5, 2017 Hi, I am trying to use an animated geometry as emission source for pyro sim.The problem is when I check on the "use noise" option in the fluid source the noise is animatedting based on the animation of geometry, as the point positions are changing,where as I want it to remain static.Is there any way to use the rest position with this or any other option? Thanks Quote Link to comment Share on other sites More sharing options...
Sepu Posted October 5, 2017 Share Posted October 5, 2017 without looking at your .hip. not sure how your set up goes but have a look at the point deform or attribute interpolate. Quote Link to comment Share on other sites More sharing options...
MarXindia Posted October 5, 2017 Author Share Posted October 5, 2017 Here is the test file if you go through the timeslider you can see the noise changing due to change in the point position.I want it to animate only when I switch on the animated checkbox in the Noise tab or while using a custom noise with animated offset. BloodyNoise.hip Quote Link to comment Share on other sites More sharing options...
zeee Posted October 10, 2017 Share Posted October 10, 2017 Hi Arvind, Firstly make sure ur animated geo has the Rest position attribute. Then dive into the Fluid Source node by Rt click - Allow Editing of Contents. You will find a SHOP node "volume_noise" dive in. Then on the "scalarvolumenoise1" activate the check box "Use Rest". Hopefully that should do the trick. Cheers 1 Quote Link to comment Share on other sites More sharing options...
MarXindia Posted October 10, 2017 Author Share Posted October 10, 2017 (edited) 3 hours ago, zeee said: Hi Arvind, Firstly make sure ur animated geo has the Rest position attribute. Then dive into the Fluid Source node by Rt click - Allow Editing of Contents. You will find a SHOP node "volume_noise" dive in. Then on the "scalarvolumenoise1" activate the check box "Use Rest". Hopefully that should do the trick. Cheers I already tried doing that but it didnot work for me,my volume disappeared.To some extent I managed it by converting the rest position into a vdb vector attribute and using it as position for turbulent noise inside a volume vop to create the noise pattern.But, it didn`t give me the exact result as the Position attribute inside the volumevop would give. Please check the attachment. BloodyNoise_02.hip Edited October 10, 2017 by MarXindia Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.