Not really a bug per se…
I know the FumeFX implementation “is what it is” but I thought I would post this as an FYI, maybe you guys have ran into it maybe not, may have a workaround. Also I have no idea if there is a subtle workaround for it.
Since it seems that FumeFX dynamically loads the export channels, (I guess in some way to save memory?) if you haven’t generated smoke at render/save start frame, Krakatoa will throw the “Prerequisite Smoke Channel error”
The only way I can figure to trick it is to have an ultra small emitter generating smoke at the cost of jacking up the simulation time and adding unwanted smoke ect. Or simply start saving out to prt as soon as the smoke channel has initialized (which is what I am testing at the moment)
The reason of this discovery… I was simply trying to capture the temperature channel. The idea was (it is still saving out as I type) load two data sets to a single PRT use the Temp from the Fume Direct and use it with the Pflow FumeFX fire driven set for a better/cleaner attempt at KCM coloration.
I should ask as well is the Temp w/Fume channel simply on/off per voxel or is it a float percentage, the only thing I seem to get out of it is 1.0, I can’t tell for sure, trying to write out a CSV and see what it says…
EDIT: Haha maybe I am doing something wrong says ‘0’
EDIT EDIT: definitely doing something wrong a simple sim+single prt data set and I seem to get correct values, I guess “Mix and Match” channels from data sets within the same PRT Loader is a no no?
Nice PRT compression by the way it is about 10x better than a CSV, simple fume direct test (with default + Fuel/Temp/Fire channels) is 1.48 mb PRT and 9.56 mb CSV per frame! Gees…
You guys have any other ideas as to cheating the smoke channel? Mr. Theriault you out there?
Thanks,
John