Smoke color use shop flame
pyro>utils>parm transfers>locate ur smoke obj >apple this transfer
Thursday, 4 February 2016
Thursday, 21 January 2016
Week 14 - Look Development - Creating Smoke for Fractured Tiles
New stuffs learnt from this lesson:
To view smoke through smoke's dopnet:
smoke dopnet properties>data :density
To delete the geometry:
every geometry has default - inside & outside group
To make the gas fade over time:
inside the smoke solver, (input 4: advection) gas dissipate node : diffuse and evaporate
Make smoke stop emitting after a certain frame:
source volume's scale source volume for smoke scale.
source volume's expression:
if($F<10,3,0.1)
so that smoke wont emit after 10 frames
To render smoke in render view:
Use Dop I/O node
you can either choose presets: smoke OR
under fields to import : 1 , field : density
Tuesday, 19 January 2016
Week 14 - Procedural Effects - Introduction to Smoke
We are able to create smoke using their preset functions.
Use sphere node (primitive type is fine) and add a fluid source node, under scale volumes>noise> tick 'use noise' to make the smoke flickering animation.
add a dopnet - to calculate smoke
inside the dopnet, add the following, smoke object node: under the properties, division size increases the resolution of the smoke.(The lower the higher res), and intial data>closed boundaries means the smoke will collide with the box size (spreading out inside the box)
notes: middle mouse on the little arrow to show the input name.(image above)
Add Gas Resize Fluid Dynamics to make the box of the smoke fits the smoke everytime.
Add Gas Turbulence to control the random direction of the smoke
Add Source Volume and link the smoke source object. etc /obj/THE_SMOKE_SOURCE/OUT_SMOKE_SOURCE
Add Wind Force to modify the smoke direction. X,Y,Z
Use Lights for color of the smoke.
To render the smoke,
Add new geometry node and add Dop I/O
Change DOP Network : /obj/dopnet_TO_CALCULATE_SMOKE (IMAGE IS MY FILE)
Change DOP Node : /obj/dopnet_TO_CALCULATE_SMOKE/smokeobject1
Under the Preset, choose Smoke. DONE
Make objects collide with the smoke
Inside the dopnet, add static object and static solver , merge. make sure the static is at the left side (because merge's left input affect right inputs :Collide Relationship)
In the Static object, tick use deforming geometry, tick use object transform, tick display geometry.
We are done.
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