different results by location of dopnetwork node (smoke sim)
1306 2 1- anon_user_70340607
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Hi.
I was practicing a smoke sim with pighead and realized that different location of dopnetwork node causes different results.
These are object level nodes. As you can see, there's one dopnet in object level.
This is inside of the the_sim node. There's another dopnet.
Inside of the dopnets. Both of dopnets have exactly the same setup except the density SOP path of smokeobject node. The dopnet in the object level has his path from null1 node(copy input checked only) in the the_sim network. The other one in the geometry level has it from the vdbfrompolygon node. The results were different like following pictures.
from the dopnet in the object level.
from the dopent in the geometry level.
the sim itself works exactly the same way. But two smokes for each dopnet look so different… the first one had very satisfying nice smoke while the other had awful and too blank smoke. Is that simply because I must use dopnetwork in the object level in this case, or is there something I lost? I thought it would have the same results because fracturing sim worked fine with geometry level dopnetowrk.
PS. I did some tests and started thinking that lack of lights could be causing the blank smoke but why wouldn't it get the light effect just for being in the geometry level?
I was practicing a smoke sim with pighead and realized that different location of dopnetwork node causes different results.
These are object level nodes. As you can see, there's one dopnet in object level.
This is inside of the the_sim node. There's another dopnet.
Inside of the dopnets. Both of dopnets have exactly the same setup except the density SOP path of smokeobject node. The dopnet in the object level has his path from null1 node(copy input checked only) in the the_sim network. The other one in the geometry level has it from the vdbfrompolygon node. The results were different like following pictures.
from the dopnet in the object level.
from the dopent in the geometry level.
the sim itself works exactly the same way. But two smokes for each dopnet look so different… the first one had very satisfying nice smoke while the other had awful and too blank smoke. Is that simply because I must use dopnetwork in the object level in this case, or is there something I lost? I thought it would have the same results because fracturing sim worked fine with geometry level dopnetowrk.
PS. I did some tests and started thinking that lack of lights could be causing the blank smoke but why wouldn't it get the light effect just for being in the geometry level?
Edited by anon_user_70340607 - Jan. 11, 2020 18:17:12
- Mohanpugaz
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Hip file would be helpful to check but My guess by seeing your images are
- try delete/turnoff the lights in the scene and then compare
(i can see light and shadow in first image)
- check the pyro/smoke object visualisation in both
The results should be same.
Thanks
- try delete/turnoff the lights in the scene and then compare
(i can see light and shadow in first image)
- check the pyro/smoke object visualisation in both
The results should be same.
Thanks
Mohan Pugaz
movfx
https://www.instagram.com/movfx/ [www.instagram.com]
https://www.youtube.com/channel/@_movfx
movfx
https://www.instagram.com/movfx/ [www.instagram.com]
https://www.youtube.com/channel/@_movfx
- anon_user_70340607
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I found this post with the exactly same kind of issue here.
https://forums.odforce.net/topic/32031-pyro-viewport-lighting-problem/ [forums.odforce.net]
And SideFX answered,
Hello Evan,
It is because there are no lights in DOPs. DOPnets are in their own world, devoid of lights, cameras, etc. You need to look at them as objects or SOPs in order to see the scene lighting.
We have an RFE in place for this (#63105)
So I think this is just how it is. Thanks.
https://forums.odforce.net/topic/32031-pyro-viewport-lighting-problem/ [forums.odforce.net]
And SideFX answered,
Hello Evan,
It is because there are no lights in DOPs. DOPnets are in their own world, devoid of lights, cameras, etc. You need to look at them as objects or SOPs in order to see the scene lighting.
We have an RFE in place for this (#63105)
So I think this is just how it is. Thanks.
Edited by anon_user_70340607 - Jan. 12, 2020 12:58:53
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