View Full Version : FumeFx - flat grid?
vfortin 05-29-2008, 02:23 PM Hi,
I'm curious as to why FumeFx forces a minimum of 8 voxels per axis. Is there a reason why the solver can't handle a 1-unit wide (2d) grid?
Thanks!
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JohnnyRandom
06-01-2008, 02:15 AM
Interesting question, you are probably the only one here to think about it that much:D
I think maybe asking the developers might get you the answer you are looking for.
What is your intention?
vfortin
06-03-2008, 03:36 PM
Thank you.
My intention is to create animated textures for different kinds of effects and keep the simulation time as low as possible. I will do as you suggested.
JohnnyRandom
06-03-2008, 07:53 PM
You could build a "normal sim", render it out, and use it as a texture. It shouldn't cost you that much more time. Especially if you are only rendering out say fire and no smoke or other scene elements (ie, geometry, GI, ect.)
Not to mention a "flat" grid would clip the sim and you would get no depth.
If you want to save time you could just pick a stock footage dvd with flames, fire, smoke, if all you are going to do is use it for a texture.
CapitanRed
06-03-2008, 10:48 PM
you could also script to skip all steps in the voxels that you don't want to sim(which i haven't tried yet, so maybe it's not working).
or create a box that covers all voxels except one slice, and set it to be solid. if one slice is not enough for fumefx, you could maybe left two..or three...the minimum that fume wants to give you an output ;)
JohnnyRandom
06-04-2008, 05:57 PM
you could also script to skip all steps in the voxels that you don't want to sim(which i haven't tried yet, so maybe it's not working).
or create a box that covers all voxels except one slice, and set it to be solid. if one slice is not enough for fumefx, you could maybe left two..or three...the minimum that fume wants to give you an output ;)
Interesting idea:lightbulb
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