kev2 Posted November 8, 2018 Share Posted November 8, 2018 Trying out the new fluid sourcing, I added a color source as a collision static object following the Entagma video. However, I get a crazy amount of banding once the smoke hits the collision surface (or volume), see the photo. HIP attached. Can anyone explain what's creating the banding? Thanks! H17_color_pyro_setup.hiplc Quote Link to comment Share on other sites More sharing options...
Noobini Posted November 9, 2018 Share Posted November 9, 2018 (edited) Division Size ? Lower div size (higher res) you'll get less banding...but how low do you go...if I lower it enough with OpenCL ON, it shat it self.... The collider geo is high res enough...but it's representation in the voxel world is still 'blocky' because of div size...that's my guess anyway, not a pyro expert. (EDIT: guess there's banding of the smoke...and then there's banding of the colours...so not sure which you are referring to here) Edited November 9, 2018 by Noobini Quote Link to comment Share on other sites More sharing options...
kev2 Posted November 9, 2018 Author Share Posted November 9, 2018 The blockiness / banding in the smoke is what I'm trying to sort out. The color banding is from the image color. I'm pretty sure its the SDF of the collision geo but neither the RBD Solver or Bullet fix it, with surface or volume collisions. I'll try dropping the Static Object DOP and just bringing in a collision SDF tmr. Thanks for taking a look. Quote Link to comment Share on other sites More sharing options...
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