Archived post by mestela

i found that out the other day, the default is realtively low; kept shouting at a sim that didn’t look great until i upped the volume texure res in the display options, realised there was tons of creamy detail in there

d in the viewport, texture tab, under 3d textures turn off limit resolution , and bump the defaults from 128x128x128 to 256 or even 512 if your card can go that hard

Archived post by mestela

came up on another chat, the eternal water droplet trail thingy

kinda like this one, does a thing where the trails seek the closest droplet, if its smaller will eat it and increase its own size, pause for a bit

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20185712/26/18/droplet_trails_v2.hipnc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20185712/26/18/drip_trail_eater_jumpy.gif

Archived post by JeffLMnT

Oh… A cool way to mask disturbance based on velocity is to set the control field to vel… And Crack open the disturbance microsolver>disturb field gas vop and the adding a length vop after the control field parm.

Another fx artist at work pointed this out to me

Saved the 5 mins to takes me to build a speed field

Archived post by TOADSTORM

i don’t. i mean literally that’s all there is to it… make a bunch of crumped up planes, texture them with a transparent cracked texture (literally just photograph some ice cracks and use it like a mask), wedge the planes inside your ice object, then turn off primary visibility. enable glossy refractions on your ice material and you’re good to go

it wasn’t fast but it was simpler than a volumetric shader, especially in vray 6 years ago