I figured a feature this awesome deserved its own thread!
For those who haven’t already heard the Sim_Physics branch has been merged into 2.5, not only does that mean we now have all of the volume rendering options of the previous branch but we will soon be able to render smoke sims! (for those who haven’t seen smoke yet: click here)
I am currently trying to get a win32 build up on graphicall but I have run into a snag, I already emailed matt the error but since he is a busy man I figured one of you might be able to help a little faster. I get this error about half way through the build:
source\blender\render\intern\source\voxeldata.c:46:23: smoke_API.h: No such file
or directory
source\blender\render\intern\source\voxeldata.c: In function `init_frame_smoke':
source\blender\render\intern\source\voxeldata.c:164: warning: implicit declarati
on of function `modifiers_findByType'
source\blender\render\intern\source\voxeldata.c:164: warning: suggest parenthese
s around assignment used as truth value
source\blender\render\intern\source\voxeldata.c:172: warning: implicit declarati
on of function `smoke_turbulence_get_res'
source\blender\render\intern\source\voxeldata.c:173: warning: implicit declarati
on of function `smoke_turbulence_get_density'
source\blender\render\intern\source\voxeldata.c:173: warning: assignment makes p
ointer from integer without a cast
source\blender\render\intern\source\voxeldata.c:176: warning: implicit declarati
on of function `smoke_get_density'
source\blender\render\intern\source\voxeldata.c:176: warning: assignment makes p
ointer from integer without a cast
scons: *** [G:\BlenderVOL\build\win32-mingw\source\blender\render\intern\source\
voxeldata.o] Error 1
scons: building terminated because of errors.
I checked and all files mentioned in the error do exist so I’m lost…
Any help would be much appreciated.
To render the smoke It looks like you create a voxel data texture and set it to smoke mode. then tell it to effect alpha, apparently they haven’t implemented density although it appears to be the same thing.
Edit: also make sure the volume’s material density is set to 0
There is no need for any particle physics. THEY ARE ONLY EMITTERS, your left-to-right movement is ok but the particles should stay down at the bottom and the smoke will rise on its own.
To be more accurate, would that include deformed cubes, not just a 6 sided object with equal sized faces, the default cube? I’ve been using a stretched cube and it appears to work fine.
Using Afalldorf’s build rev22423and following his suggestions in post #6 I’m still unable to get smoke rendering.
I put up my scene and would appreciate any pointers. I’m sure it’s something simple I’ve overlooked.
Still work to do on this stuff here, I’m also taking this opportunity to do some code reorganisation. This means breaking saved file compatibilty, so just keep that in mind as you’re saving files with this in-development stuff
Ok, so I’m talking to myself, but hey, why not. After spending all this time trying out volumetrics I’m actually quite fond of using the nodes instead of particles to represent volumes. Part of the problem with particles is you have no definition of the inside of the cloud. In my picture I use nodes to make the interior of the cloud more dense. One of the major problems I struggled with is that I couldn’t define where the clouds were in the volume with nodes. If you look at the nodes setup in my file you will see that I used a master cloud texture to define where the clouds were, then I added puffy edges to them and whatever I wanted etc. It would have been better if I could have created objects inside my volume that defined where the clouds were. If I had an input to the nodes texture that was the extents and location of a particular object then I could have modelled the clouds inside the overall volume and then used them as individual sources for my nodes inside the volume to add wispy edges to them or whatever. I am not a dev, and I am not disappointed or upset, these are just a few comments about my experience with trying out volumes.
Also, I think the individual spots outside my clouds are a bug, although I have been known to confuse bugs with features. Anyway, I hope my comments help someone somewhere.