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In intriguing idea occured to me the other day relating to the groove markings one can see on Phobos. I decided to explore this idea using nParticles.
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| Posted: Nov 21, 2008
| | Views: 15818
| | Published by: Duncan Brinsmead
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Users comments (11)
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| Posted by Duncan Brinsmead on Jan 07, 2011 at 01:09 PM
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In case you can't find that fluids dvd I've attached crateredRock.ma above. It basically uses the fluid texture's opacity ramping with the billow texture to create craters with different fluids for different scales. One could also do the same setup using noise3D textures(with billow) that are remapped with valueRemap nodes. Just using the fractal levels on the noise for different size craters doesn't work because of the way the craters add on top of each other.
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| Posted by Isaac Peral on Jan 07, 2011 at 12:53 PM
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Sorry for the confusion. I mistaken phobos scene by another scene, concretely "crateredRock.ma" inside the folder "SpecialEffects\FluidTextureUses\" in your Special Effects DVD.
Sorry again and Thanks Mr. Duncan.
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| Posted by Duncan Brinsmead on Jan 07, 2011 at 10:49 AM
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The first picture is a real photo. This post was about exploring how Phobos came to have it's grooves, not about rendering it accurately. One could use the fluid texture as a 3d displacement and perhaps a color map, but it would be a fair bit of tweaking to get an accurate look.
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| Posted by Isaac Peral on Jan 07, 2011 at 05:43 AM
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Hi.
I refer to a scene in wich, only appeared phobos perfectly created with fluid texture, as in the picture "Groovy Phobos".
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| Posted by Isaac Peral on Jan 07, 2011 at 05:42 AM
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Hi.
I refer to a scene in wich, only appeared phobos perfectly created with fluid texture, as in the picture "Groovy Phobos".
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| Posted by Duncan Brinsmead on Jan 04, 2011 at 04:31 PM
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Sorry... do you mean you can't load the above file (phobosCapture.ma)? Or are you missing a texture file? The fluid texture in the scene builds up as you run the simulation.
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| Posted by Isaac Peral on Dec 24, 2010 at 03:28 AM
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Hy Duncan:
In reviewing this page again, I've noticed that is not the escene fluids texture phobos.
I donwloaded some time ago and can not find it now.
You can put it again?
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| Posted by Duncan Brinsmead on Dec 01, 2008 at 08:22 PM
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Sorry, I gave you the wrong command. It is "bakeFluidShading" (not resampleFluid... I've corrected my previous post)
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| Posted by stigla on Nov 30, 2008 at 12:31 AM
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Is this working with different sized grids?
Most of the great examples on fluids are using central gradient for color and opacity, and often more.
So I'm trying to achive the same look, but use density insted central gradient. I guess this means I need much more dense grid to get the same look?
I've found doResampleFluid.mel, which calls rebuildFluidInitialStateCmd.
So all I would need to do is to replace $fluidShape to transfer values from one fluid to the other, but I'm not sure how this would help.
When I use central gradient, density is gradually higher towards the center?
Usually when showing the particle numbers you can see the density, but this doesn't work with gradients.
We had discussion about it on Cgtalk, how to transfer 2D fluid texture to fluid 3D grid, which would be great option, or mel script to have...
Thanks for pointers!
Als
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| Posted by Duncan Brinsmead on Nov 28, 2008 at 09:21 PM
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You may need to write a script to initialize the fluid density grid(using setFluidAttr) if you need a uniform gradient. There is currently a mel command you can used to sample a textured, shaded grid into a second non-shaded non-textured color+density fluid: "resampleFluid"(check the command doc for info). You might look at the file resampleFluid.mel to see how it works then adapt it for your needs.
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| Posted by stigla on Nov 28, 2008 at 04:28 AM
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This is great.
When I worked on planets, I has similar things pop up. While testing newton fields with different parameters, I got couple of famous nebula look-a-likes in their basic shape. Like all the nebulas are just some product of newton fields, it's just main trick to find the right sizes/parameters to start with ;)
I'm working on sort of similar thing at the moment, filling the fluids into static grid, but what I need to keep my texture and look the same is to have density fill in with same effect as center gradient would do. Any idea how would be the best way to solve this?
Thanks
Als
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