View Full Version : Pyrocluster and Enviroment
paulselhi 10-20-2004, 12:34 PM reading the PC manual/tutorial it gives the impression that the PC vol tracer can be placed on any object and will affect all PC settings "encompased by that object"
I can't really see what they are getting at here..the vol shader seems to ONLY work on an enviroment object
With that said suppose i want 2 vol shaders with 2 setings say crispy for vol 1 and world step size of 30 for vol 2. The idea is to have some particles render accurately but slowly and other bigger particles to render fast
As i seem to only be able to put the vol shader on an enviroment how do i create 2 sep enviro effects ?
I have tried creating 2 nulls and dropping the 2 enviro objects and their asociated emitters inside them but there is no seperation of effects
I have tried 2 stage obkects with each set to a different enviro object but again no effect
Does anyone know how to achieve this and also what they mean by assigning a vol tracer to any object apart from an enviro object ?
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JamesMK
10-20-2004, 12:51 PM
Works fine here.
Try this file and see if it renders (R9 format) http://w1.695.telia.com/~u69502813/stuff/separate%20tracers.c4d
paulselhi
10-20-2004, 01:33 PM
I thank you
Ah.... so using nulls was my mistake you have use cubes and i note the effect is now conatined within the shape which is new to me and opens up all sorts of possibilities
So to have say clouds and sparks on the ground render with different enviro settings i would have to create an object to "hold" the clouds and thier vol shader
Another thing R9 file opens up fine in 8.5 ...which is nice :-)
JamesMK
10-20-2004, 01:44 PM
>>> Ah.... so using nulls was my mistake you have use cubes and i note the effect is now conatined within the shape which is new to me and opens up all sorts of possibilities
- Yep. One can assume that the volumetracer simply restricts itself to the bounding box of the object it is assigned to. Nulls don't have much of a bounding box in that sense....
>>> So to have say clouds and sparks on the ground render with different enviro settings i would have to create an object to "hold" the clouds and thier vol shader
- It's quite an interesting twist. I have actually never tried this myself before, but I read the very same section in the manual a while ago and thought "hmm... that could be useful...." :D
>>> Another thing R9 file opens up fine in 8.5 ...which is nice :-)
- Ah, good to know.
paulselhi
10-20-2004, 01:46 PM
Gonna pass this on in the cafe...meg on fire loads of fun !!!
JamesMK
10-20-2004, 01:52 PM
... ... I'm pretty sure that Amnesty International will step in here any day now with some serious remarks on how Meg and Otto are generally treated. Human Rights Watch are already scared shitless :D
paulselhi
10-20-2004, 01:59 PM
She loves it..she's that kind of girl you know.
This is great..you can fill a scene with particles (that don't effect render times untill needed) and have your objects/abused megs move through them
paulselhi
10-20-2004, 02:06 PM
This may be handy for the meteor impact scene i never finished. Could never get a good effect of a fire storm raging across the planet after the impact..the pyro was either too big or too small
Now i may try this effect to get the particles to shade the surface of the planet as they do a move on surface..may work
LucentDreams
10-20-2004, 05:50 PM
- Yep. One can assume that the volumetracer simply restricts itself to the bounding box of the object it is assigned to. Nulls don't have much of a bounding box in that sense....
Well bounding box woldn't be accurate either, or meg would simly look like a cube of fire. It uses the volume of the mesh itself
JamesMK
10-20-2004, 06:12 PM
Well bounding box woldn't be accurate either, or meg would simly look like a cube of fire. It uses the volume of the mesh itself
Well, that's even better - and quite surprisingly nifty even! Opens up a lot of possibilities for Meg :D
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