sanostol Posted July 3, 2009 Share Posted July 3, 2009 I get some problems with the dualrest field. The pyroshader and the pyrosolver both use dual restfields flame_pyroshader : Start Frame = 1 Reset Rate = 50 pyrosolver: Initial Reset Frame = 1 Reset Every Frames = 50 I guess I misunderstand the parameters Here is the clip: burning_res100.43.MOV At the frames 52 and 76 the noise jumps Martin Quote Link to comment Share on other sites More sharing options...
Fomal Posted July 5, 2009 Share Posted July 5, 2009 what h10 version are you using? I believe this has recently been updated, as there was a bug there. Otherwise unlock the Pyro solver and go to the gasintermittent solve microsolver. Attached to that one is the gas rest 2 microsolver. Change frames between solve to something like a 1000 Hope it helps Quote Link to comment Share on other sites More sharing options...
sanostol Posted July 5, 2009 Author Share Posted July 5, 2009 thanks, so my parameter settings should be correct then? Martin Quote Link to comment Share on other sites More sharing options...
mrice Posted July 6, 2009 Share Posted July 6, 2009 what h10 version are you using? I believe this has recently been updated, as there was a bug there.Otherwise unlock the Pyro solver and go to the gasintermittent solve microsolver. Attached to that one is the gas rest 2 microsolver. Change frames between solve to something like a 1000 Doesnt appear to have been changed in the latest build (10.0.327). Changing the gasintermittent solve to a higher number, will rest2 actually get regenerated before that? It looks like it doesnt & is getting stretched. Quote Link to comment Share on other sites More sharing options...
Fomal Posted July 6, 2009 Share Posted July 6, 2009 yes, your settings should be correct. regarding the 2nd rest offset. The first intermittent solve is only there for initialization on the first frame. The second one regenerates over a different interval. That's how I understand it. We ran into this issue at work and I believe that's what I did to fix the issue. We use a different shader atm but this shouldn't change anything. 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.