05-24-2020, 08:20 AM
Hello,
I am making an underwater ink scene where i have 2 smoke plumes colliding, one red and the other blue. I am trying to transfer colors from my simulation to particles that are following the smoke, the problem is it appears like the smoke color is being multiplied by the transparency or some other type of data. If you enable the voxel data display in the view port (2d slice) you can see there are a lot of very dark/black voxels around the colored voxels and the particles are inheriting this instead of the raw color. If i manually assign a color via an effector i dont get this issue, however i dont know if an effector would be able to help in this situation.
Is there some way to have fume output only the raw colors of the voxel? I have tried transfering the colors to the particles via vertex colors, i have also tried using the fumefx tex3d, but both of these methods also have this issue. Perhaps there is a way to use maxscript? (although im clueless with max script)
I am making an underwater ink scene where i have 2 smoke plumes colliding, one red and the other blue. I am trying to transfer colors from my simulation to particles that are following the smoke, the problem is it appears like the smoke color is being multiplied by the transparency or some other type of data. If you enable the voxel data display in the view port (2d slice) you can see there are a lot of very dark/black voxels around the colored voxels and the particles are inheriting this instead of the raw color. If i manually assign a color via an effector i dont get this issue, however i dont know if an effector would be able to help in this situation.
Is there some way to have fume output only the raw colors of the voxel? I have tried transfering the colors to the particles via vertex colors, i have also tried using the fumefx tex3d, but both of these methods also have this issue. Perhaps there is a way to use maxscript? (although im clueless with max script)

