External Smoke Cache Issues #40820
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Reference: blender/blender#40820
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System Information
OSX 10.9.1 Intel4000HD
Blender Version
Broken: 2.71
Worked: Not sure?
Short description of error
When a smoke domain reads an external cache various viewport and render anomalies occur.
Exact steps for others to reproduce the error
I have included a ZIP file with the smoke cache writer file. This file produces the smoke cache. Open 27_smoke_cache_writer.blend and bake the cache out to a folder. I have also included the file 27_various_external_smoke_cach issues.blend which reads the cache and demonstrates the errors.
Open up 27_various_external_smoke_cache issues.blend, select the domains and re-connect the smoke cache by browsing to the cache you just generated.
Press F12 and render. You should see something similar to what I post in the screen shot.
Multiple problems seems to exist. Such as incorrect viewport display and incorrect Empty dupligroup render. There is also a scaling issue involved.
external_smoke_cache_issues.zip
Changed status to: 'Open'
Added subscriber: @AtomP
Added subscriber: @LukasTonne
Added subscribers: @miikah, @genscher
@genscher & @miikah: could you check this please?
Added subscriber: @zeauro
ubuntu 14.04 64bits hash :
9337574
I confirm that what is rendered does not correspond to what is displayed in 3DView.
3Dview is reading cache and displaying it according to domain origin.
Render is relative to mapping settings.
I think that it is normal behaviour that instancing is not supported.
You can just add same material volume to another mesh.
There is no need to add a smoke modifier on each.
Expected workflow is to use only one object for one cache. Because it is not needed to create 2 Voxel Data textures for same cache.
Since first steps of smoke development, there were problems with scaling object mode and in Edit mode.
The "Maps to Bounds" option in mapping panel solves all of them.
Added subscriber: @mont29
Would be nice to get final advice on this one… ;)
"You can just add same material volume to another mesh. "
@zearo: But what if I want more than one smoke system in a single scene? Am I back to just rendering cards again?
smk_examples.zip
In this example, bake quick smoke effect steam in qss.blend and quick smoke effect fire in qsf.blend.
Then, take a look at main scene 2_ext_caches.blend.
This scene use 2 external caches imported through 2 Domain objects.
At this moment, I use only the 2 corresponding voxel data textures to render 6 smoke flows.
4 are made of different meshes using a material using one of voxel data texture.
2 are made of one mesh using one material mixing the 2 textures mapped according empties_coordinates.
I did test out your file and confirmed that instancing does not work correctly. In this image you can see the white one in the middle is a dupligroup. Some kind of instancing attempt is being made, you can see the effect of the raytrace through the volume. Also that grey block on the left should be rendering as smoke (I see it in the viewport) but instead I just get a solid.
Also, when the source Domains are not on the same layer smoke cache is not updated correctly for users of the data on other layers.
I guess the question is...Is instancing supported or is it just broken?
The documentation claims that the smoke domain behaves like the fluid domain.
In my file, grey cube on the left named qsf_Domain has a solid default material.
So, it is correctly rendered.
It has maximum Draw Type set to Wire, it is set to textured; it would be solid in Viewport.
It is a trick for any smoke domain object. Otherwise even for object with a Volume material; smoke sim would not be visible in Viewport.
So, it is Rendered View that is not correct and should render smoke domains as solid cubes.
Problem of update with domains on another layer is known. It was already reported but you can keep them on same layer and simply disable their renderability in outliner. It does not affect rendering of objects with a Volume material.
Comparaison between fluid domain and smoke domain is valid for idea of resolution or borders but not for rendering.
Fluids are solid surfaces. Smokes are Voxels.
Added subscriber: @JulianEisel
@genscher/@miikah any news on this? Will move it to the todo list otherwise
Changed status from 'Open' to: 'Archived'
Added to the todo list
Closing