billowy smoke shader noise moving as the object moves?

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Hi,
If I apply a billowy smoke shader to an animated object with an isoOffset node attached to it, the noise moves as the object moves in space?
How can I fix this issue. I want the noise to stick to the object.
Please find my file attached and also a movie file which shows the problem.

Attachments:
noise.JPG (14.0 KB)
billowH264.mov (235.2 KB)
smokeShaderNoise.hip (557.2 KB)

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I believe you need to apply a rest position to solve your problems. Depending on your shader the rest SOP should get picked up by the shader .

rob
Edited by - 2010年8月11日 22:32:40
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I tried to do that but didnt succeed. May be I am not doing it the right way. Can you please show me how to do that?
thanks,
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Does anyone have any solution to the swimming noise texture problem??
How can I modify the billowy smoke shader so that the noise sticks to the object??
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Ive just peeled open your file and the things that stand out are

Your animating the transforms of the platonic , then adding an ISO isoset, coupled with no rest position. I would animate the volumes transforms at the object level and add a rest position after the iso offset.
I did a brief 2 frame test and could not tell if the volume detail was swimming as there is no detail to see in your fog volume.

Rob
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I am attaching the file with the changes. Basically I want to render particles as clouds. So I am attaching an isoOffset node to platonic objects, adding a rest node and copying to the particles. I am applying a default billowy_smokeShader to the copied geometry.
The only changes I have made to the shader is inside:

shop->billowy_smoke->billowy_smoke->if_densityNotZero->restpos1

where I specify ‘Space’ to ‘object’.

Is this the right way to do it? Do you know a better way to render particles as clouds? I have to render a tornado of particles eventually.
thanks,

Attachments:
cloudRendering2.hip (578.7 KB)

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Hi ,
First off I would do a search on this forum for clouds to see if anyone else has posed questions. I know for a fact thats theres a couple of posts that cover the shading of clouds and lighting. They could be very helpful to you.

I think your on the right track for sure , but before shading I would work out how you can break up the volumes with some noise. Certainly using the particle system you can then give the impression of clouds moving. but with the volume mix you could add secondary noise.

Rob
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I have been looking for cloud rendering. If you could show me a simple example of how to break a volume render with noise that would be great.
thanks,
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