Korhon Posted March 5, 2009 Share Posted March 5, 2009 Hello! Im trying to create smoke effects using particles with copied metaballs to them, and the "render metaball as volume" feature. Ive set the copy node to copy "use temelate point attributes, so the metaballs gets my particle color and alpha. Using the billow_smoke shader the volume gets the particle color but not the alpha. Im guessing the shader aint looking for the point alpha. So im wondering if anyone could point me in the right direction on how to make the shader inherit the particles alpha!? Thanks Quote Link to comment Share on other sites More sharing options...
claude Posted March 6, 2009 Share Posted March 6, 2009 Instead of passing the alpha, create a 'density' attribute on the metaballs. I would use 'basic_smoke' shader from the material palette instead. But the basic smoke shader doesn't have any noise ? Well, apply a 3d displacement shader to the metaballs as well. Yes, you can displace volumes ! Quote Link to comment Share on other sites More sharing options...
Korhon Posted March 6, 2009 Author Share Posted March 6, 2009 (edited) Thanks for the reply! I will try to create a density attribute!! I did a test with displacement and the opacity noise on the billowy_smoke shader! This can actualy produce reeeealy good smoke with the right setup! So i got even more questions about this workflow now! How can i make my perlin_noise displacement flow with the particle simulation? Edited March 6, 2009 by Korhon Quote Link to comment Share on other sites More sharing options...
claude Posted March 6, 2009 Share Posted March 6, 2009 having a displacement and a noise will definitively give you nice result, but I would just use one of them - it is already difficult enough to fine tune. For the noise flowing effect, you will need a to create a rest position attribute (use the 'rest position sop'). I think the billowy_smoke shader will read it. Quote Link to comment Share on other sites More sharing options...
Korhon Posted March 10, 2009 Author Share Posted March 10, 2009 The restposition worked perfectly! Now I need to look into the "density" attribute to make it fade with time. Just one question about that. Should I create a attribute mapped to life and link the smokeshader`s density to that attribute? Heres a rendertest i did yesterday. A bit funky simulation, but the rendering looks quite nice imo Metaball_volume_render_02.mov Quote Link to comment Share on other sites More sharing options...
claude Posted March 10, 2009 Share Posted March 10, 2009 Nice render ! It's a good start ! Yes, I think the best is to do as you said, map the lifespan to the density to make the metaballs fade. Quote Link to comment Share on other sites More sharing options...
horizon1231 Posted March 11, 2009 Share Posted March 11, 2009 Korhon its nice could u share your hip file? Quote Link to comment Share on other sites More sharing options...
Korhon Posted March 11, 2009 Author Share Posted March 11, 2009 Thanks for the good feedback! horizon1231: I can share the hip file when im done with it! Got a couple of things i wanna add before i see my self finished. Quote Link to comment Share on other sites More sharing options...
onesk8man Posted March 24, 2009 Share Posted March 24, 2009 Hi everybody! Good smoke Korhon! how can i do a 3d displacement?! "apply a 3d displacement shader to the metaballs as well. Yes, you can displace volumes !" Thanks, and please korhon could you share the .hip when you will finish it? Quote Link to comment Share on other sites More sharing options...
claude Posted March 26, 2009 Share Posted March 26, 2009 The difference with a standard displacement shader is that you will not displace along a normal. - create a VOP VEX Displacement Shop - inside this node, create a antialiased noise. - set the noise output to 3d noise, and connect P from the globals (or the rest position) to 'pos' - add the output noise to P, and connect the result to the ouput P Quote Link to comment Share on other sites More sharing options...
splitpoint Posted March 30, 2009 Share Posted March 30, 2009 Very nice, I'd love to see the hip file for this as well. Quote Link to comment Share on other sites More sharing options...
Dennis Posted April 1, 2009 Share Posted April 1, 2009 (edited) This looks very nice. I'm trying to do something similar, but rendering with the option "Metaball as Volumes" turned on is painfully slow for me. Especially when you compare it to an SDF Volume. Here are some questions: 1) Can anyone give me some tips on how to speed things up? Is it better to render a lot of small metaballs with little intersection or just a few which that intersect more? 2) Are there any other definite advantages or disadvantages to do a "Metaball as Volumes" render instead of other methods like creating an SDF Volume. I would also love to take a look at your scenefile. Kind regards, Dennis Edited April 1, 2009 by Dennis Quote Link to comment Share on other sites More sharing options...
baadu Posted April 13, 2009 Share Posted April 13, 2009 Hi dude i'm having a problem with my metaball smoke as well ..I got the density to fade with time but I cant seem to get the restpositio to work . the texture seems to slide on the surface. i am attaching my file you can see how I got the alpha to work from there . can anyone fix the texture sliding issue ? Thanks Amit metaballvolumeparticle.hip Quote Link to comment Share on other sites More sharing options...
TiMc Posted April 29, 2009 Share Posted April 29, 2009 I'm having a little trouble displacing metaball volumes. I know it was described before but I can't seem to get it to work. My volume just disappears, even if there i set the amount of displacement to 0. Can someone clarify this? Thanks Quote Link to comment Share on other sites More sharing options...
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