• 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Color information being changed by the sim?
#7
Changing the opacity in the tex3d has no affect on the particles in my tests, but it still wouldn't solve my problem if it did. The problem is this multiplication that is happening from the smoke transparency. Simply increasing the opacity isn't a viable solution because I need parts of the sim to be softer than others as i am also transferring density info to the particles. Anywhere that is semi transparent will have this issue. (as seen in your screenshot)

I need to get the raw color values before this opacity multiplication happens, is there any way to have the shader ignore smoke density and only use color? At first i was hoping to use an effector but i don't think it will work in this situation.

If there is no way to fix this issue then perhaps we could get this feature added in? A simple flag in the tex3d which un-multiplies the smoke color would do the trick. A new color channel display in the voxel data display which only displays the raw color values without taking any smoke opacity into account would also be really nice. Smile

Thanks.
  Reply


Messages In This Thread

Forum Jump:


Users browsing this thread: 1 Guest(s)