04-30-2007, 09:45 PM
ok joe.. so now i get a bit more what ur trying to get :
Forget fume for a sec.. Do you even see in render the Fallof Map Updating based on ur light ? ur setup is gotta be working without FFx in question .. thats for 1..
As for : "thanks, Rif - I tried Intensity before but it doesn't work either. It's probably because Fume can't dynamically evaluate the Falloff map's Shadow/Light values... ?"
I wouldnt say that as if that was the case :
Fore example , Tp Textmap From Collision System wouldnt Be able to Emit from white area Fume ..
I would need to test it witch i still havent but i know that for fume ,every step of the simulation , the source Emition Map from Intensity is beeing checked to see changes to then modify the Emition or deminution per source bases in the grid..
So theoricly , if its in the render\ viewport without fume , then the Source should update..
Forget fume for a sec.. Do you even see in render the Fallof Map Updating based on ur light ? ur setup is gotta be working without FFx in question .. thats for 1..
As for : "thanks, Rif - I tried Intensity before but it doesn't work either. It's probably because Fume can't dynamically evaluate the Falloff map's Shadow/Light values... ?"
I wouldnt say that as if that was the case :
Fore example , Tp Textmap From Collision System wouldnt Be able to Emit from white area Fume ..
I would need to test it witch i still havent but i know that for fume ,every step of the simulation , the source Emition Map from Intensity is beeing checked to see changes to then modify the Emition or deminution per source bases in the grid..
So theoricly , if its in the render\ viewport without fume , then the Source should update..
<!-- w --><a class="postlink" href="http://www.cgfluids.com">http://www.cgfluids.com</a><!-- w -->

