View Full Version : Need some quick Pyrocluster tips!
Kotayus 02-11-2003, 04:52 AM I am running an R8 demo from 3d world magazine (all functions but save disabled, heh nothing stops renders though >:)
Anyways ive been familiarizing myself with r8 and pyrocluster has been of great interest to me but i cant figure out how it works.
In the matierials manager i have loaded the PC mat and dropped it on a shape and nothing! i dont know what that volume tracer thingy is about either. Can it be applied to primitives? or is it based on an emitter? any help in this area would be of great help.
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JoelOtron
02-11-2003, 05:35 AM
Add an environment object to your scene.
Apply the volume tracer to the environment object (objects->environment object).
PC wont work without this step.
Add a particle emitter (objects->particle emitter).
Apply the PC texture tag to the emittter. (no need to add children)
Voila.
The higher the world step size is in your volume tracer--the quicker the particles will render--but with lessening quality,
Also try the video-post option for quick renders also--but not real 3d volume.
Make sure you have a light in the scene that casts a shadow for the full effect.
You cannot apply PC to an object--just an emitter.
Kotayus
02-11-2003, 06:30 AM
Brilliant, thanks.
Bucko
02-11-2003, 08:15 AM
>Make sure you have a light in the scene that casts a shadow for the full effect.
You must also turn shadow casting on for the PyroCluster material for shadows show (yeah, the light must cast shadows too). Shadows in PC, especially with self shadowing on, requires a computer with hair on its chest.
Originally posted by JoelD
The higher the world step size is in your volume tracer--the quicker the particles will render--but with lessening quality,
This is the key parameter for quick previews. Use a really high setting for rough previews, when you do a final render half the number, if the quality is ok render, if not half the value again. etc. You need to keep the world step size at the optimum level for your scene.
It may take many test renders of stills to find the optimum but when you render an animation you'll be glad.
TimC
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