JimenaBarrera
JimenaBarrera
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colored smoke Nov. 30, 2015, 2:31 a.m.
Hello!
SETUP:
*I have 3 emitters, because I want 3 different colors in my smoke.
*Each emitter's fields create a new field (Cd.x,Cd.y,Cdz) so that the Cd attribute can be stored there.
*In the Dopnet, those newly created vector fields are called and they create the Dataname (that is the color stored), which is also used to be driven by the vel (with gas advect) so that color doesn´t remain static.
*Then in the shader you just tell it to use the 3 color values you have there.
The PROBLEM is that my color doesnt match my smoke, because the color appears only on a small percentage of the smoke (only on a small part of the density) and the rest is black.
I think that maybe the color was just created at the beginning of the simulation so that is why it remains on some parts of the volume (the highest and oldest ones –>what it seems were the first ones emitted)
I attached an image so you can see in the render my problem (color is only visible on render, not on viewport)
There is also my hip file so you can see what I did and explain me further if you can detect a problem (my smoke is in 2D)
SETUP:
*I have 3 emitters, because I want 3 different colors in my smoke.
*Each emitter's fields create a new field (Cd.x,Cd.y,Cdz) so that the Cd attribute can be stored there.
*In the Dopnet, those newly created vector fields are called and they create the Dataname (that is the color stored), which is also used to be driven by the vel (with gas advect) so that color doesn´t remain static.
*Then in the shader you just tell it to use the 3 color values you have there.
The PROBLEM is that my color doesnt match my smoke, because the color appears only on a small percentage of the smoke (only on a small part of the density) and the rest is black.
I think that maybe the color was just created at the beginning of the simulation so that is why it remains on some parts of the volume (the highest and oldest ones –>what it seems were the first ones emitted)
I attached an image so you can see in the render my problem (color is only visible on render, not on viewport)
There is also my hip file so you can see what I did and explain me further if you can detect a problem (my smoke is in 2D)
Waterfall Shading April 29, 2015, 2:06 a.m.
Hi again! thanks for your responses, they have taught me a lot; but Im afraid I cant still make it work. I tried adding the “displacement bound” parameter in the geometry at obj level, with “ray predicting”; and I also post-computed normals and gave the geo a rest attritbute.
Or is there sth im missing?
Also… sl0throp, you forgot to post the link of the stacking displacement tutorial, i would appreciate if you post it please.
Thanks for all your help!
Im very grateful
Or is there sth im missing?
Also… sl0throp, you forgot to post the link of the stacking displacement tutorial, i would appreciate if you post it please.
Thanks for all your help!
Im very grateful
Waterfall Shading April 21, 2015, 9:51 a.m.
Hey! thanks so much for your response. Your answer definitely pointed me into a great direction, the problem is I couldnt make it work. I reloaded my image in the previous post so you can see the trouble im having.
I dont know if the problem is that I built my own shader and Im probably missing some attributes or maybe im connecting sth wrong because I added the “displacement bound” and used this advice I saw in another post:
“A good rule of thumb for initial settings for displacement bounds should be approximately two thirds of the absolute displacement value in the displacement shader(2/3*displacement_value)”
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=13343&sid=a06612def187090f13783bb559eff27f [sidefx.com]
I also added the “true displacement” parameter because I saw it was mentioned on several other posts, but Im still not sure of why it isnt working yet.
Im attaching an image so you can see the setup im using for displacement. In this case im only using Bump because the displacement makes the black artifacts more noticeable. The scale amount im using is of 1 so my displacement bounds is 0.66 (using the formula above), but ive tried other values and still the artifacts remain.
I would appreciate your help
Also if you have some comments about the render, or general look, i will be very happy to hear them
I dont know if the problem is that I built my own shader and Im probably missing some attributes or maybe im connecting sth wrong because I added the “displacement bound” and used this advice I saw in another post:
“A good rule of thumb for initial settings for displacement bounds should be approximately two thirds of the absolute displacement value in the displacement shader(2/3*displacement_value)”
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=13343&sid=a06612def187090f13783bb559eff27f [sidefx.com]
I also added the “true displacement” parameter because I saw it was mentioned on several other posts, but Im still not sure of why it isnt working yet.
Im attaching an image so you can see the setup im using for displacement. In this case im only using Bump because the displacement makes the black artifacts more noticeable. The scale amount im using is of 1 so my displacement bounds is 0.66 (using the formula above), but ive tried other values and still the artifacts remain.
I would appreciate your help
Also if you have some comments about the render, or general look, i will be very happy to hear them