Hi Haze,
It's getting better and better, but unfortunately I can't replicate your results. It doesn't appear how I change the settings, the fire is always oversaturated. The Temperature setting on the blackbody emission doesn't appear to be connected. It doesn't affect the color of the fire at all no matter what you set it to (I tried every setting from 500 to 100000). I had to set the input scale for the temp to 100 to get a similar result to your image. And then the red part of the fire is completely saturated and I can't get the definition you have.
Thanks,
Jason
Smoke & fire workflow?
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
Hi, we're planning to make the workflow much easier with colour ramps either in alpha 3 or alpha 4.
My settings were:
Absorption 0.2
Scattering 0.13
Emission texture 0.025
Power 2600
Normalize disabled
Scale 3.2
The import scale I used for the temperature grid was 80.
Try these and let me know how it goes.
My settings were:
Absorption 0.2
Scattering 0.13
Emission texture 0.025
Power 2600
Normalize disabled
Scale 3.2
The import scale I used for the temperature grid was 80.
Try these and let me know how it goes.
That is much better.
But still doesn't match your previous example.
Did you mean 260 instead of 2600? I tried 260 and it's even better, but still not like your example:
I'm liking the look more and more, so I tried a dark night time scene, on this one I bumped up the power to 500:
Thanks for your hard work, this is getting really fun.
Jason

Did you mean 260 instead of 2600? I tried 260 and it's even better, but still not like your example:
I'm liking the look more and more, so I tried a dark night time scene, on this one I bumped up the power to 500:
Thanks for your hard work, this is getting really fun.

Jason
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
The trick is to also tweak the Volume step length in your kernel to make it more accurate, but that makes it a lot slower...
Generally if the flames are too bright - you can increase absorption or decrease emission power or increase Medium scale. If they are too dark, you can increase the emission channel import scale, or increase the power, or increase step length in some cases. I will be writing a tutorial, but I have a massive todo list right now...!
Generally if the flames are too bright - you can increase absorption or decrease emission power or increase Medium scale. If they are too dark, you can increase the emission channel import scale, or increase the power, or increase step length in some cases. I will be writing a tutorial, but I have a massive todo list right now...!
- Slimshader
- Posts: 92
- Joined: Fri Sep 03, 2010 2:17 am
- Location: Canada
Wow, that looks so nice and renders so fast.
Does anyone know if animated volumes are supported in the current alpha here?
Does anyone know if animated volumes are supported in the current alpha here?
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171