Where did displacement go with pyro2 shader?

   2110   1   0
User Avatar
Member
61 posts
Joined: Feb. 2006
Offline
Hi,

I never usually use shader displacements on pyro stuff as I found it often doesn't workout as well on most cases compared to tweaking the solver parameters, up-resing, vorticles and field ramps but… I have an old project to resurrect for a sequence that used the old pyro shaders from H13 where I did use displacements in mantra render. It has to be the same thing I did before. As shown below, where there is a separate displacement setup inside the shader, I make vdb fields at SOP level for gradient direction and some advected particle normals as a noise pattern (and so avoid using rest1/rest2 positions that again I find only really work in some cases).

However, the pyro2 shader does not have a separate displacement setup on the shader parameters and inside the asset it still uses pyroDisplace VOP and pyroFieldVop but they don't seem to behave the same way. I also tried just adding a separate layer of flownoise setup inside the unlocked asset but pyro2 displace doesn't seem to react to any custom fields. Its so odd because it looks like the same VOP nodes but only seem to recognise the inbuilt solver fields like heat, temperature, etc., when activating noise on the vop. Even if I add another level of displacement onto final shader output, it seems to just get ignored in render.

Am I missing something? Is it a bug? How are you adding custom displacement fields in pyro2?

thanks,

frank


Edited by frankvw - July 24, 2018 10:09:39

Attachments:
pyro2.jpg (60.5 KB)
pyro1.jpg (50.7 KB)

User Avatar
Member
40 posts
Joined: Sept. 2006
Offline
Bump!!!
  • Quick Links