06-03-2020, 07:12 PM
A build for 3ds max 2020 would be perfect!
I just thought of a potential issue however. The way i'm sampling the colors is with tyflow, which has a node that saves the color channel as vectors. I believe it is sampling the tex3d shader from the grid I have assigned and gets its data from there. The data is then used to drive a krakatoa magma flow shader that replaces the UVW with specific colors.
My concern is that if this fix is a flag that needs to be manually enabled in a tex3d that the particles wouldn't inherit this since it is just inheriting the default output from the shader, which has the multiplication happening by default. Would it be possible to make the un-mulitplied version the default output to the shader instead of the multiplied version? Perhaps a flag inside the fumeFX UI window that will export the raw color to the shader might be better? The un-multiplied version is technically more accurate, as its displaying the actual data in the sim. The multiplied version appears to be mainly for viewport visualization purposes and is not present if i were to render the simulation as normal.
Thanks,
I just thought of a potential issue however. The way i'm sampling the colors is with tyflow, which has a node that saves the color channel as vectors. I believe it is sampling the tex3d shader from the grid I have assigned and gets its data from there. The data is then used to drive a krakatoa magma flow shader that replaces the UVW with specific colors.
My concern is that if this fix is a flag that needs to be manually enabled in a tex3d that the particles wouldn't inherit this since it is just inheriting the default output from the shader, which has the multiplication happening by default. Would it be possible to make the un-mulitplied version the default output to the shader instead of the multiplied version? Perhaps a flag inside the fumeFX UI window that will export the raw color to the shader might be better? The un-multiplied version is technically more accurate, as its displaying the actual data in the sim. The multiplied version appears to be mainly for viewport visualization purposes and is not present if i were to render the simulation as normal.
Thanks,

