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gangland

Burnt Mask

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Hi guys.

I trying  to build an burnt mask by sampling the value of the volume when it touches the ceiling.

ive achieved the value of the flames and fit it to 1 to 0.

the issue is, the value  dont "hold" the value of 1 of the last frame, the ideia its to maintain the value of 1.0 like an burned areas.

ive used an sop solver to maintain the value of one ofthe previous frame but it keeping to update the value. maybe i'm missing something, please help me.

 values.thumb.JPG.c1e444c61cd47e597a53e9757fdce3d8.JPG

 

burnt_mask_v00.hip

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Try adding a point wrangle at the end, inside your Solver1 node.

f@mask += @burn;
f@mask = clamp(f@mask,0,1);

Outside the solver, have your Color1 node reference mask instead of burn.

This should create a type of mask that persists even as burn decays.

burn_mask.gif

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@gangland You have new file about that Topic on -Cgworld Japan- Pyro Spars and Burnt.

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11 hours ago, Atom said:

Try adding a point wrangle at the end, inside your Solver1 node.


f@mask += @burn;
f@mask = clamp(f@mask,0,1);

Outside the solver, have your Color1 node reference mask instead of burn.

This should create a type of mask that persists even as burn decays.

burn_mask.gif

That wrangle works perfectly. Thank you pal

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6 hours ago, Librarian said:

@gangland You have new file about that Topic on -Cgworld Japan- Pyro Spars and Burnt.

Hey matte

I couldn't find the file 

 

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