Pyro shader exports

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Hi,

I'm just curious as to why when I export the smoke mask and smoke colour passes in my render using the pyro shader, if I multiply them together I don't get the same result as the beauty pass?

(I've attached a simple example of my file incase I'm doing something wrong when setting it up.)

Cheers,

Tony

Attachments:
pyro_shade_exports.hip (1.4 MB)

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Using an Over merge in Nuke on fire_color and smoke_color give the same result as the beauty pass.
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What is the purpose of the mask fields then?
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How far off is your layered version? I just threw together a default Flames shelf and a quick comp and its a super close.

EDIT: added Nuke & Houdini files

Attachments:
LayeredPyro.png (65.0 KB)
Flames_layer.nk.zip (1.1 KB)
PyroShader.hipnc.zip (154.3 KB)

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I found that if I turned off motion blur it got a lot better. It seems motion blur was really knocking back my smoke passes which was causing the problem of them not looking like the beauty when I merged them in nuke.

I've also discovered that there's a bug with the fire_mask pass in 12.5.427, just tried it in a 12.1 version and it looks as I would expect.

Thanks for your help.

Cheers,

Tony
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Hello there, I`m still very curious how exactly am I supposed to use the vector fire_mask and smoke_mask ? I tried to plug them as masks (similarly to your setup), but the control they gave me didn`t result in much different look :? Can someone enlighten me from production point of view, how to “use” them properly? (Maybe the real issue is that I did a very fast pyro shader tweek for testing purpose and the renders are not looking spectacular?)

Thank you in advance!
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What are you trying to achieve with the masks?

They simply control where you can apply effects like colour correct, blurring etc.
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Actually my setup was not 100% correct, I downloaded your file and everything is fine, thanks for providing!

My only other issue right now is this pattern I'm getting… I don't feel its a normal “feature” And the fluid container is pretty decent, it's is not simply artifact caused by low voxel count. Any ideas in resolving it are most appreciated!

Attachments:
odd_pattern.jpg (102.6 KB)
artefact_pattern.jpg (140.7 KB)

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maybe this post helps:

http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=28998&highlight=cloud [sidefx.com]
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