04-20-2020, 10:13 AM
(This post was last modified: 04-20-2020, 10:42 AM by TubeSmokeGuy.)
Hi I made some tests about color in tyFlow.
You can find the File attached to this thread.
The base is a box with a solid type gradient ramp of 2 colors. I created 2 very simple particle systems. One tyFlow and one pFlow. Both grab mapping and colors from the boxes correctly and in geometry display mode both deliver almost the same results, as it shoud be.
But pFlow provides a color channel to the partilces itself while tyFlow doesn't seem to do that.
Krakatoa Test:
pFlow: I recorded the pFlow with Krakatoa and the Krakatoa PRT Loader reads back the particles with the right colors.
tyFlow: I exported the tyFlow with tyFlows export operator as PRT sequence. The Krakatoa PRT Loader is not able to read back any color. Also a color attribute or channel is not available in the PRT export options of tyFlow.
Alembic Test with VRayProxy in Point Mode and VRayPointParticleMaterial:
pFlow: I exported the pFlow via 3dsmax native alembic exporter and loaded it with a VRayProxy, set render mode to point and applied a VRayPointParticleMaterial
with "use particle color" turned on. But no color values could be read back. Maybe thats a problem of the 3dsmax alembic exporter which doesn't export color values for particles.
Even VRayParticleTex couldn't read any color value from that alembic cache.
tyFlow: I exported the tyFlow with tyFlows export operator as alembic point cloud and loaded it with VRayProxy, set render mode to point and applied a VRayPointParticleMaterial with "use particle color" turned on. But no color values could be read back. Maybe tyFlow doesn't export particle colors.
Even VRayParticleTex couldn't read any color value from that alembic cache.
Phoenix FD Particle Shader (PHX Foam) Test:
I feed both systems, the pFlow and the tyFlow as evaluating systems and even as PRT caches to Phoenix FD Particle Shaders in point mode with "color map" turned on. I created a PhoenixFDParticleTexture for each system and cache object to feed the color map slots of the particle shaders.
From none of the sources I coud pick a working color channel in the PhoenixFDParticleTexture. So there was no way to get particle colors working when rendering with PHX Foam Particle Shader.
In conclusion:
What I request is a color operator for tyFlow, which stores color values per particle in a color channel and that it's possible to export those color values per paticle via the allready supported export formats (*.tyCache, *.PRT, *.abc, etc.).
This color channel should be readable for the most render interfaces (VRay, Krakatoa, Alembic), cache readers and particle processing systems (Krakatoa, PHX, VRayProxies). F.e. in phoenix the color channel is named "RGB" i think and in alembic and krakatoa just "color".
Furthermore it would be great if some color related attributes like density (sometimes called "alpha" or "opacity") and emission (or called "self illumination" or "self illumination color") could be stored in their specific channels too.
Solution idea: Color operator (with multiple functions)
What works very nice in tyFlow is to transport mapped colors from objects to particles shapes. In the color operator I imagine, there should be some option like "get particles shape average color". So the partilces should become a color value which is very close to the visulal apperance of their geometry shapes.
Further it should be possioble to activate extra channels for "emission" and "density" with the option to transfer or set colors or values for these channels.
Some other color sources like a simple color picker should be available in the color operator too. Or read colors from textures in many known ways. There are a lot of possibilies.
Additionally a gradient like system would be nice where you can pick two or more colors and apply some time based transitions between them (I know this is actually possible with a gradient ramp texture - shown in your example scenes ... but in my opinion this method is accually very non intuitve, too complicated and not very comfortable).
Much text but I hope I could give you some inspiration .
Thanks in advance!
tyFlowColorTest.zip (Size: 2.11 MB / Downloads: 287)
You can find the File attached to this thread.
The base is a box with a solid type gradient ramp of 2 colors. I created 2 very simple particle systems. One tyFlow and one pFlow. Both grab mapping and colors from the boxes correctly and in geometry display mode both deliver almost the same results, as it shoud be.
But pFlow provides a color channel to the partilces itself while tyFlow doesn't seem to do that.
Krakatoa Test:
pFlow: I recorded the pFlow with Krakatoa and the Krakatoa PRT Loader reads back the particles with the right colors.
tyFlow: I exported the tyFlow with tyFlows export operator as PRT sequence. The Krakatoa PRT Loader is not able to read back any color. Also a color attribute or channel is not available in the PRT export options of tyFlow.
Alembic Test with VRayProxy in Point Mode and VRayPointParticleMaterial:
pFlow: I exported the pFlow via 3dsmax native alembic exporter and loaded it with a VRayProxy, set render mode to point and applied a VRayPointParticleMaterial
with "use particle color" turned on. But no color values could be read back. Maybe thats a problem of the 3dsmax alembic exporter which doesn't export color values for particles.
Even VRayParticleTex couldn't read any color value from that alembic cache.
tyFlow: I exported the tyFlow with tyFlows export operator as alembic point cloud and loaded it with VRayProxy, set render mode to point and applied a VRayPointParticleMaterial with "use particle color" turned on. But no color values could be read back. Maybe tyFlow doesn't export particle colors.
Even VRayParticleTex couldn't read any color value from that alembic cache.
Phoenix FD Particle Shader (PHX Foam) Test:
I feed both systems, the pFlow and the tyFlow as evaluating systems and even as PRT caches to Phoenix FD Particle Shaders in point mode with "color map" turned on. I created a PhoenixFDParticleTexture for each system and cache object to feed the color map slots of the particle shaders.
From none of the sources I coud pick a working color channel in the PhoenixFDParticleTexture. So there was no way to get particle colors working when rendering with PHX Foam Particle Shader.
In conclusion:
What I request is a color operator for tyFlow, which stores color values per particle in a color channel and that it's possible to export those color values per paticle via the allready supported export formats (*.tyCache, *.PRT, *.abc, etc.).
This color channel should be readable for the most render interfaces (VRay, Krakatoa, Alembic), cache readers and particle processing systems (Krakatoa, PHX, VRayProxies). F.e. in phoenix the color channel is named "RGB" i think and in alembic and krakatoa just "color".
Furthermore it would be great if some color related attributes like density (sometimes called "alpha" or "opacity") and emission (or called "self illumination" or "self illumination color") could be stored in their specific channels too.
Solution idea: Color operator (with multiple functions)
What works very nice in tyFlow is to transport mapped colors from objects to particles shapes. In the color operator I imagine, there should be some option like "get particles shape average color". So the partilces should become a color value which is very close to the visulal apperance of their geometry shapes.
Further it should be possioble to activate extra channels for "emission" and "density" with the option to transfer or set colors or values for these channels.
Some other color sources like a simple color picker should be available in the color operator too. Or read colors from textures in many known ways. There are a lot of possibilies.
Additionally a gradient like system would be nice where you can pick two or more colors and apply some time based transitions between them (I know this is actually possible with a gradient ramp texture - shown in your example scenes ... but in my opinion this method is accually very non intuitve, too complicated and not very comfortable).
Much text but I hope I could give you some inspiration .
Thanks in advance!
tyFlowColorTest.zip (Size: 2.11 MB / Downloads: 287)