06-13-2015, 02:58 PM
I noticed that my old suggestions thread was quite old (~2009).
I also had a similar thread for controllers that is a bit newer (~2012).
Here's a list of a few more suggestions that I've collected in the past few years:
I also had a similar thread for controllers that is a bit newer (~2012).
Here's a list of a few more suggestions that I've collected in the past few years:
- Allow negative values on the ff parameters:
- FFX Src -> Velocity (Object's, Extra, Directional, Radial)
- Velocity Damping (increasing velocity over time)
- Turbulence (flip noise axis)
- FFX Src -> Velocity (Object's, Extra, Directional, Radial)
- Preview Window:
- Allow displaying of any other object in the scene. Even if it is not part of the scene.
This would help view Previews in context with the scene.
- Allow displaying of any other object in the scene. Even if it is not part of the scene.
- The buttons could use a little "pressed" color highlight similar to the Pin button.
- Void Src
- Allow Erasing of voxel data by picked Channel (or combination of channels)
- Velocity Mode
- Upon simulating smoke/fire, have an option to save ONLY the velocity data.
This can be useful in cases where we simply want to generate velocities that will be used later by particles. No need to do another pass on Post Sim just to isolate the velocity.
- Upon simulating smoke/fire, have an option to save ONLY the velocity data.
- Custom Channels
- Allow creation of custom voxel channels
These can be floats, or vectors.
These channels can then be modified via scripting or expressions.
- Allow creation of custom voxel channels
- Source Controllers
- Allow reading of Krakatoa particle channels whenever using PRT's a sources for FFX Particle Src.
- Object Distance based on viewing angle.
- Allow reading of Krakatoa particle channels whenever using PRT's a sources for FFX Particle Src.
- Adaptive Sensitivity
- Allow custom channel combinations.
e.g. Temp + Fuel only
- FLIP Mode
- Will use particles for advection, etc..
- FFX Object Src
- Allow to use the result of a Map, even with multiple map channels.
Currently, it only allows the use of a single map channel.
It won't properly read in colors from composites that use multiple map channels.
- Allow to use the result of a Map, even with multiple map channels.
- Volume Tools
- Create volumes out of objects. Can then be used later as collisions for the sim.
- For creating custom velocity fields.
- It should also be renderable. So that it can also be used as comp mattes (holdouts).
- Can be used to sculpt an existing sim.
- Can probably also be used for Morphing volumes.
- Open VDB support!
- Volume Normals pass (if there's such a thing) ^_^
- Create volumes out of objects. Can then be used later as collisions for the sim.
Jeff Lim


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