Maxon support suggests that I'd need a separate simulation scene for each pyro output in order to render correctly. If that's true, is there any way to link different simulation scenes to that the outputs can interact? Meaning, I wouldn't want smoke from scene A not to mix with smoke from scene B, for example.
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Posts made by Balakay612
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RE: More than one Pyro Output causing problems across volumes?
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RE: More than one Pyro Output causing problems across volumes?
Thank you for your help. I'll check support and see what's going on there. I'll also do another test with various pyro volumes with white color and attempt to color through the scatter property and let you know what I find. Thanks again!
Edit: Still getting the weird blending effect by just using scatter colors in each volume. I've opened a support ticket, so we'll see if they have any better information. Thanks again!
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More than one Pyro Output causing problems across volumes?
Hi there. I've been struggling with this question for a while now, and hopefully someone here can help me wrap my brain around it! If I have a scene with multiple Pyro emitters, and if I create multiple Pyro Outputs (because of Scatter or Absorption differences, e.g.), every Pyro emitter acquires a blend of properties from however many Pyro Outputs there are. If I have, say, an emitter with color enabled and set to green, and if I have the color input in a Pyro volume mapped to color, I get what I expect. However, if I add another Pyro Output and assign it a different Pyro Volume (let's say this one has Scatter set to 1 whereas the other had it set to 4), my rendered output will look like both volume materials are fighting for jurisdiction over a given emitted volume. I'll attach some images.
What I can't figure out is if there's a way to restrict a particular emitted volume to receive material (Pyro Volume) effects from a specific Pyro Output. I'm probably not explaining it very well. I'll attach a scene example as well.
Thanks for any help!
[Edit: I didn't include the cache for the simulation, but it's small enough and should be simple to cache.]
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RE: Is a particle emitter set to "Shot" able to be re-used on different frames?
Hey that works great! Thanks for the reply!
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RE: Simple scaling question
I'm far from knowledgeable, but I downloaded your file and messed around with it, and on the Step effector, under Parameter > Transform, I changed Transform Mode to Remap, and the direction of the scale reversed. I'm not sure how/where to tweak the results of the Remap, but maybe that's a place to pick up?
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Is a particle emitter set to "Shot" able to be re-used on different frames?
Hi there. I set up a simple spline emitter with its emission set to Shot: it's a long story, but all the complicated junk I tried to use fields for what I was trying to do didn't work, so I just used multiple emitters set to "Shot," but I was wondering: there's only the option to enter a single frame on which the shot occurs. Is there any way to use, say, an array of frames, meaning if I wanted to emit a burst on frame 30, and then another on frame 40, I could re-use the same emitter? Or do I just need to use multiple emitters? (Pulse isn't what I'm looking for, I don't think, since there's no periodicity to what I want to do.) Thanks for reading!