Hi Lukas :) thanks :)
> Have you thought about rendering gases yet? I guess this is a > different challenge, since you cannot approximate gases by a sharp > surface boundary (except for very stylized art perhaps). Point density > texture might be the right answer, but you may have to add additional > turbulence to get small scale detail. Point density textures already > support turbulence, not sure if that would be sufficient (afaik the > current smoke simulator uses a similar technique, using wavelet > turbulence for small noise frequencies or so. Just wildly guessing > from my limited knowledge.) That's currently the path to render particle gases, you're rigth ! > > I suppose you used a turbulence modifier on that empty to make those > particles move "randomly" ? If so, you might be interested in the flow > noise method i use, here's a small test video used with a volume > texture: http://vimeo.com/8929215. This could easily be applied to the > turbulence modifier to avoid the static behaviour (particles > essentially clumping in the same places all the time). Until now it > seemed i was the only one actually interested in this, so i didn't > make a patch yet, but it can be done quickly. I know very little about > actual fluid simulation, so i don't know if this "fake" turbulence > could/would be replaced by inherent fluid features. yes, those empties contain turbulent fields and your proposal of a better turbulent field seems very interesting ... so I preciate any collaboration in that :) > Just hope your particle simulation is not too efficient, so that there > might still be a place for my own fire sim ;) > Keep it up! > > Lukas Nah ;) , your approach is also very interesting and has potential , the good thing about Blender is that is a blender of 3D technologies ... a name never have being better choosen. Cheers and keep ut you to. Farsthary _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers