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Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Thu May 18, 2017 11:05 am
by Goldisart
fuel work !
Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Thu May 18, 2017 11:44 am
by coilbook
paride4331 wrote:coilbook wrote:Hi
I submitted a bug a while back about OCtane not rendering Phoenix fuel . Can you, guys, fix it where we can add another modifier with volume medium and apply texture to the fuel like you did with particle modifier for mist, wetmaps, foam.
Currently we see only flames and smoke and do not see fuel and we really need to have fuel to be renderable and not just invisible. Thank you!
Hi coilbook, I'm testing about fuel,
It seems to works well, I think the issues is with multiple simulation, But I'm still not sure. A screenshot with fuel explosion.
Regards
Paride
Hi pardie
Could you test my scene I sent you we want fuel to be visible before it is lit like a raptured propane tank where you see white fuel is coming out. Thank you
Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Thu May 18, 2017 11:45 am
by coilbook
Goldisart wrote:fuel work !
can you render just pure fuel without fire? Before it is lit?
Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Thu May 18, 2017 12:54 pm
by Goldisart
the only way but there is no effect of the liquid only particle
Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Thu May 18, 2017 1:26 pm
by paride4331
"The Fuel rollout controls the simulation of burning. The Fuel channel is mostly used for gasoline explosions, propagating fire, or other special effects. The rollout is located in the Modify panel when a FireSmokeSim object is selected.
The burning process in Phoenix FD converts the fuel into smoke (only in the presence of oxygen), releasing heat and increasing the volume. The amount of heat produced is controlled by the Energy parameter, and the volume growth is controlled by the Propagation parameter. The oxygen level is not entered directly. Instead, the oxygen level is calculated as complementary fraction up to 1.0 for fuel, smoke, and oxygen combined. As an example, if the fuel value 0.3 and smoke is 0.2, then oxygen is automatically calculated as 0.5 to give a sum of 1.0 for all three values. If the sum of the fuel and smoke exceed 1.0, there is no oxygen available at this grid cell.
The fuel and smoke values are controlled by the Fuel and Smoke parameters for the Fire Source PHXSource.
Note: There is no need to use fuel for simple fire, which can be produced with simple hot air using the default settings of the Fire Source | PHXSource."
https://docs.chaosgroup.com/display/PHX ... Smoke+Fuel
Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Thu May 18, 2017 2:23 pm
by coilbook
paride4331 wrote:"The Fuel rollout controls the simulation of burning. The Fuel channel is mostly used for gasoline explosions, propagating fire, or other special effects. The rollout is located in the Modify panel when a FireSmokeSim object is selected.
The burning process in Phoenix FD converts the fuel into smoke (only in the presence of oxygen), releasing heat and increasing the volume. The amount of heat produced is controlled by the Energy parameter, and the volume growth is controlled by the Propagation parameter. The oxygen level is not entered directly. Instead, the oxygen level is calculated as complementary fraction up to 1.0 for fuel, smoke, and oxygen combined. As an example, if the fuel value 0.3 and smoke is 0.2, then oxygen is automatically calculated as 0.5 to give a sum of 1.0 for all three values. If the sum of the fuel and smoke exceed 1.0, there is no oxygen available at this grid cell.
The fuel and smoke values are controlled by the Fuel and Smoke parameters for the Fire Source PHXSource.
Note: There is no need to use fuel for simple fire, which can be produced with simple hot air using the default settings of the Fire Source | PHXSource."
https://docs.chaosgroup.com/display/PHX ... Smoke+Fuel
Hi Paride
We talked to chaos and it is possible to render just pure fuel with whatever color you want using vray or default renderer. We can make it visible by adding a bit of a smoke but now fuel is black like smoke and burns differently so it is not a pure fuel. Hopefully this can be fixed by being able to add second modifier for fuel. Because even if we have to add smoke it is black not white so it does not even look like fuel.
I think manual just talks about how fuel burns and what needs to be done for it to burn .
Here is our conversation:
https://forums.chaosgroup.com/showthrea ... oenix+fuel
"By default Fuel is not rendered indeed - you need to map it to either the fire emission or the opacity, like by default the Temperature is mapped to the emission and the Smoke channel is mapped to the opacity. Check the 'based on' dropdown in the Volumetric rendering settings."
Here you can see fuel as white before it is ignited
https://youtu.be/Lr15rPHEmeQ?t=1m25s
I think if you guys can develop layered modifiers like you did for foam and particles we can use fuel to have its own color, we can use RGB channel to have different color smokes mixing in one simulation box.
Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Fri May 19, 2017 7:48 am
by Goldisart
when I do a large number of voxels 100 million memory used 3-4 GB and is late to work no longer possible ... what options can you offer ?
Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Fri May 19, 2017 9:35 am
by paride4331
Hi Goldisart,
100 million voxels 3-4GB, but what about?
Paride
Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Fri May 19, 2017 11:05 am
by Goldisart
+ sequence digwadih the clouds - oceananimation - so long loaded in the video card
Re: OctaneRender® for 3ds max® v3.06 - 4.33
Posted: Fri May 19, 2017 1:13 pm
by Elvissuperstar007
Does not convert materials (Vray)
scene