When explaining the “Blending Different Grid Spacings Of The Same Source” it says to put grid spacing at 0.3 and 0.5, but i think we should set them at 3 and 5 to see the result shown in the tutorial. With 0.3 and 0.5 it’s too small and nothing get catched by the spray particles.
In this one: thinkboxsoftware.com/stoke-m … n-from-sw/
You ask to choose TextureCoord as a color before pressing simulate. But TextureCoord is not in the list before the simulation. so we have to simulate and then choose texture coord.
In the “Resampling With Fluid Motion” of that same tut, I think you should specify that it’s the second stoke spacing we should set from 10 to 5.0 and check the Create Fluid Motion checkbox. Logically it’s the second one but at first it’s not that obvious.
Also it seems it works fine even if we don’t unhide the first stoke. Why do you ask to unhide it for the simulation?
In this tut: thinkboxsoftware.com/stoke-m … s-meshing/
A step is missing in the section" Simulating Stoke Using The Custom Velocity Field"
When we select the volume and sphere and create a stoke object, we have to remove the volume from the distribution list.
In this one there is no “To World” node automatically created when dragging the Lookup Point in an empty space, just the InputChannel Position node is created.
I am not following. Is there some place in the tutorial where I claim that a ToWorld would be created?
In all of Stoke MX 2’s Field Magma, no ToWorld is created because InputChannel Position is already in World Space due to the way Fields are defined.
In earlier tutorials, there were ToWorld operators visible, but I mostly fixed that. Regardless, since the Stoke Field Magma is already in World Space, adding a ToWorld operator would not change anything (it would be the equivalent of multiplying by the Identity Matrix).