Clouds!

Hello and seasons greetings!

I have a little issue that someone, probably Bobo will be able to help out with.
The demo cloud tutorial is great, but I want to expand on it somewhat. By using Pflow to create the particles inside proxy geo that I can place around and get sign off on before commiting to a render.
The volume noise shader demo uses signed distance, which is generated by PRT Volume. I have tried to create my own signed distance in Magma flow by doing the following:
Channel position, to world, into a Nearest point, with the geo, then a surface data getting signed distance. Pipe this back into the noise shader flow.
It doesnt throw an error, but it renders nothing. So i know its not broken, but it seems to be putting in data significanly different to the PRT volume signed distance. I must be missing a step somewhere…
Anyone know where i might be doing wrong?

Sorry I cant post any scenes, under a NDA… :confused:

Thanks

Tim

VFX@Nexus

Sorry no Bobo magic but in a fit of stress the other night I was gently reminded by the aforementioned individual:

What does the PRT Volume data in your PDV say? That should give you a good indication how your magFlow is effecting your particles. Toggle the mod and update the PDV rinse, recycle, repeat.

If you are using 2.0 the new debug mode is pretty kickass too. You can actually see the value flow.

Good idea…
trying that now, never used debug…
its something to do with the density. somewhere along the line, using a nearest point and surfdata, is throwing back figures very different to the standard signed distance generated by the PRT volume.
friday evening and maths dont mix…
thanks for the prompt!
:smiley:

hmmm ok. No idea how this maths should work.

So a revised question. Any ideas how to use PFlow filled volumes with Magma flow and the cloud tutorial?
Making my own signed distance using nearest point throws it all off, and I cant figure out why that is…its eems to be giving me value that is positive, rather than negative?

The Signed Distance returned by the Nearest Point in Magma 1.x was, unfortunately, UNSIGNED :smiley:
So if you use a KCM to do it, you should probably make sure you invert the result by using Negate or 0-SignedDistance to feed into the shading.

From the help:
thinkboxsoftware.com/krak-ma … rface-ops/

This has been fixed in Magma 2 and SignedDistance will be actually signed…

Ok, that makes sense now, as I’m only getting a positive number returned!

Thanks for clearing that up. :wink:

*edit: works much better now… :unamused:

Do matte objects not anti alias with voxels in 1.6?
Seems to work with particle rendering? Apologies if this has been posted elsewhere… :confused: