Hey Guys, just joining in on the beta, so this is my first test… 1mil particles using the surface of a teapot for emission + fume for the motion. I just figured out the whole partitioning thing, so I’ll be redoing something similar soon, but using volume instead of surface emission on the pflow and I’ll start seeing how much this computer can handle… renders were about 11 sec / frame total rendering straight out without saved prt files
http://www.innersolitude.com/teapotfume.mov
–forgot to add “rendered with krakatoa” but I will add it if i show it outside of here!
I’m really enjoying tieing the two together - nice test there.
IMPORTANT:
Beta 0.9.13 (and all builds before it) does not increment FumeFX Seeds.
We just added controls to do so in the next build (plus support for Rotation Operators and ANY other operators with a Random Seed not mentioned explicitly).
In 0.9.13, if you want to create partitions, you will have to increment the FumeFX Birth Random Seed manually, then create partitions one by one by changing the Current Partition value and pressing “Generate Current Partition Locally”.
Sorry for the inconvenience…
Cheers,
Bobo
but increments PFlow seeds, so it doesn’t matter. FumeFX gives just the velocity for PFlow whose seed is incremented…
I think!
Bandu
http://www.b3d.de/tmp/dispartion_aditiv_1.mov
but increments PFlow seeds, so
it doesn’t matter. FumeFX
gives just the velocity for
PFlow whose seed is
incremented…
Nope, Krakatoa increments seeds of single Pflow OPERATORS, and if you are using FumeFX Birth operator in the event, it has a Random Seed which was not changed so far. So if you relied on particle generation by FumeFX’ Birth, it wouldn’t have worked.
If you created the particles using a regular birth operator, placed them using a regular Position Object operator and then moved them with the FumeFX Follow operator, this would have worked with 0.9.13 and earlier.
It really depends on the setup.
We had to do something today using FumeFX Birth and realized we are not supporting it correctly, so we fixed it.
YMMV.
oh, OK, I see
>If you created the particles
>using a regular birth
>operator, placed them using a
>regular Position Object
>operator and then moved them
>with the FumeFX Follow
>operator, this would have
>worked with 0.9.13 and
>earlier.
>
That's how I did it for this one. =) Like you said though it depends on the setup. Thanks for the heads up though!