• 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
FumeFX 2.1a fluid mapping vs Wavelet.
#1
I brought this up at the mega Fumefx thread on cgtalk-but it got buried too quickly. So I thought I'd go to the source. Smile

My original cache has fluid mapping on just the fire and it is (extra detail) exported in that cache. And then wavelet with wavelet 'on'. Both calculate fine. But if I switch to wavelet display the render doesn't want to read the fluid mapping anymore because the 'resolutions are different'.
At the same time there doesn't seem to be a way the export fluid mapping from wavelet (just exclude velocity).

I have a conflict of interest with the Simulation pages Extra Detail group.
I'd like to be able to have both Wavelet and Fluid Mapping on.
Seems like I can only have one or the other. It is also odd that Wavelet sims will go through the 'motions' of simming a cache-but if 'Fluid Mapping' is on (instead of 'Wavelet') the result is *invalid*but it should trigger a warning
at the begining.

**BUT** I should think both of these should be allowed 'on' at the same time or the Wavelet page should add an export Fluid Mapping flag.
If a 3d software adds support for subd surfaces they don't block those surfaces from getting texture maps too.
And that’s what I liken this to. I don't depend on fluid mapping so much to 'fake detail' but more to add interest; both artistic and realistic.
Also I've used it to stifle 'burn in' so comp would have more control later.
In fume 1.0 generation I never turned off fluid mapping just because I simmed at really high rez. I might have tweaked it in the context of the new rez-but I still wanted to use it!

-so can wavelet use fluid maps too pretty please?

-raonull
  Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)