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 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 16 Mar 2012, 12:12 
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Tekano wrote:
Hi druite

think I just get particle speed > rescale to 0,1 > input onto a color gradient

simples! :)


Yes, that's what I initially did, and it does sound simple... but all I get is a uniform color (somewhere on the gradient), as if all particles have the same speed. Where do you plug the color gradient in - I get nothing if i plug into the emitter 'color' input and the uniform color if I use a 'modify particle color' and plug it into a new port below the emitter.

That colorinfoswitch is nothing more than a prefab setup to easily switch between all sorts of input to drive color, but it's giving me the same result.


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 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 16 Mar 2012, 12:28 
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Location: Brussels, Belgium / London, UK
oh ok will have a look into the scene later and post a compound - actually remembering now, I think the rescale was just plugged into the weight of a 'blend' color node rather than a gradient. so blending between blue and white. make sure that the particle speed is checked so you know how much to change the rescale amounts from

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 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 16 Mar 2012, 15:01 
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Location: Kharkov, Ukraine
>>Im tempted to ship out a GTX to you
Good news! :ymhug: :D

druitre
Did you solve velocity after plug-it into the gradient ? By default, physx compound doesnt set the velocity attribute, you need to do it manually by setting pointposition in custom attribute ( for ex: self.prev_pppos ) before the compound and subtracting it from the new pointpositions after the compound.


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 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 20 Mar 2012, 22:36 
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Thanks mr Core, that did the trick.

Are there more attributes obtainable this way? I'm looking for something that is called 'vorticity' in Realflow, it's used to get a foamy look.

"Vorticity is a mathematical concept used in fluid dynamics. It can be related to the amount of "circulation" or "rotation" (or more strictly, the local angular rate of rotation) in a fluid."

So, the places where there are little vortexes. Slightly different from rotational speed of individual particles, I guess.


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 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 20 Mar 2012, 23:25 
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I am not sure but probably ( if I understand right about the vorticity ) that can help.


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 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 31 Mar 2012, 00:27 
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Hello Mr Core, I've been trying to get something out of your vorticity setup but nothing so far. The strength when used as input on a gradient gives me random animated noise, the axis I don't know how to connect to a gradient. How would you set this up?

On another note: I'm on a machine with a GTX 560 Ti, with 2Gb ram. Yet I can't get the Max Particles Number setting past 2000000, if I set it any higher I get a "GPU particle system creation failed. Falling back to CPU implementation" warning. (This happens in any scene, the most basic setup with just an emitter and Physx connected will do similar)

Looking in GPU-Z monitor, I can see @ 2000000 particles it's only using 803 Mb, if I raise the max Number it goes up and right away the sim fails.

The computer used to have a GTX 270 with 830 Mb, and it could handle the exact same maximum.

On my other machine, with a GTX 460 with 1 Gb, I get exactly the same max number setting.

Is there some limit set for the compound or Softimage? Or is it a Physx limitation?

[edit: this is the message from the script editor:
// ERROR : Failed to allocate pinned memory.
// ERROR : GPU particle system creation failed. Falling back to CPU implementation.]


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 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 02 Apr 2012, 16:51 
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Location: Kharkov, Ukraine
Hi,
I have attached a scene with vorticity setup ( or something similar - I am not sure what is it exactly :) ). The particles color changes from black to white on high angular velocity values.
Regard to 2M - This is perhaps physx limitation, at least personally I have no any restrictions here, I'll ask about that.
Also, the latest physx beta ( px 3.2 beta 3 ) brings support for actual shape for dynamic obstacels so I'll add it soon


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Last edited by Mr.Core on 03 Apr 2012, 15:20, edited 1 time in total.
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 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 03 Apr 2012, 09:57 
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Hi Mr Core! What version are you on? I'm on 2012 SAP, I get a message I need a newer version to open your sene.


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 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 03 Apr 2012, 12:13 
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Joined: 22 Nov 2011, 00:00
Posts: 23
Any chance of using a implicit cube for the Fluid Box? Im doing a waterslide test, and want the simulation to take place around the character going down the slide, but the waterslide is huge (Animated implicit cube as Fluid box would be suuper :)..)

/Regards Peter K


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 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 03 Apr 2012, 15:24 
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I am sorry, corrected now

>>Any chance of using a implicit cube for the Fluid Box?
You can simply bind a hidden geometric cube to implicit one :) Its possible of course but doesnt make any sense I guess, very unusual thing


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