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View Full Version : R9: Pyrocluster, Volumetracer more than 1 possible?


wuensch
01-11-2005, 07:40 AM
I am a bit confused as i havestudies the Pyrocluster manual downloadable from maxon and it says something about Volumetracer like this:
"You may have more than 1 Volume Tracer----"
"Each--controls the rendering---that are encompassed by the object to which it is assigned--"

Until now i thought only the first Volumetracer found attached to a scene Object is used.
How is this supposed to be set up?
The german manual has a totally different text here (btw, the detailed description of the Volumetracer Attributes is missing in the english manual),
I would like to see an example how a 2-Volumetracer setup has to be constructeed--
from the text it seems that VT can be assigned to not only a scene -object--
But to what (certainly not Nulls, i tried that).
Do you use 2 scene Objects then and make the PC-Particles children of the scene?
Or am I totally misunderstanding this?
It would be really cool to be able to use different VTs inb a scene, since this would make it possible to use low-quality -fast render settings for not so prominent backgraound effects and hi-quality settings for details in front.

Olli

3dg
01-11-2005, 07:54 AM
The volume tracer can be applied to geometry to clip the rendering of the PC volume within that geometry. Perhaps using this method is how you are able to use more than one VT in a single scene?

HTH

Gary

tcastudios
01-11-2005, 08:00 AM
You put a PyroCluster shader on Emitter #1. then a PyroCluster - VolumeTracer on a Sphere.
Then another PyroCluster (with another color for example) shader on Emitter #2 and a second PyroCluster -VolumeTracer on a Pyramide.

Now let one emitter shoot into the sphere and the other into the Pyramide.
Ta-da. You have to different setups! (The objects acts as "environment" and the smoke only generates within them)

Cheers
Lennart

tcastudios
01-11-2005, 08:26 AM
A restriction seems to be that you don't get any shadows when using an object instead of an environment object for the volumeTracer. Or at least I can't get that to work...

Cheers
Lennart

jddog
01-11-2005, 12:57 PM
Now let one emitter shoot into the sphere and the other into the Pyramide.

Lennart sorry, but I tink that is my poor english... you mean that the emitter need to pass through the sphere itself ? So only this emitter use the "selected/shooted" volmune tracer ?

jdd

wuensch
01-11-2005, 01:11 PM
aha, geometries is the key here--- cool, I will play with that--
Anyone know what happens when Volume-geometrie 1 (example: the small candle) intersects (is included) in Volume 2 (the big nebula set)?
I assume that the nebula crossing the Candle-sphere will act with the volumetracer settings of the candlesphere then---
(when i have alittle time I will try it out)
Thanks for hinting me in the right direction, dudes & dudettes--
olli

tcastudios
01-11-2005, 02:27 PM
Lennart sorry, but I tink that is my poor english... you mean that the emitter need to pass through the sphere itself ? So only this emitter use the "selected/shooted" volmune tracer ?

jdd
Well, the particles from the emitter. When the particles (From the emitter with a PyroShader) flies into a geometry (using VolumeTracer) they get rendered. Outside the geometry they don't show.

Cheers
Lennart

jddog
01-11-2005, 03:48 PM
:beer: :bowdown: cheers lennahrt... I think you really help me for my GSO image with this tipp...

jdd

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