diff options
author | Miika Hamalainen <blender@miikah.org> | 2013-05-10 20:18:00 +0400 |
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committer | Miika Hamalainen <blender@miikah.org> | 2013-05-10 20:18:00 +0400 |
commit | 2f9f3dd5903eeec514640de05a45cfd21d168397 (patch) | |
tree | 1afc247514d4802f72262d0859998d4533ddee6e /release/scripts/startup/bl_operators/object_quick_effects.py | |
parent | 764420ed3dec8e65fdfda1e42401362a6878ed0b (diff) |
Smoke: Add new "Full Sample" option to high resolution smoke panel.
This is hopefully the ultimate solution against smoke blockiness near emitter.
Previously high resolution flow/emitter voxels were generated based on the low resolution ones. So if you had 32 resolution and 4 division high resolution, it still used smoke flow generated from those 32 resolution voxels. Now I introduced a new sampling method called "Full Sample" that generates full resolution flow for for high resolution domain as well.
Read more about it in my blog post: https://www.miikahweb.com/en/blog/2013/05/10/getting-rid-of-smoke-blockiness
Also changed "quick smoke" operator default voxel data interpolation mode to "Cubic B-Spline" to smoothen out it even more.
Diffstat (limited to 'release/scripts/startup/bl_operators/object_quick_effects.py')
-rw-r--r-- | release/scripts/startup/bl_operators/object_quick_effects.py | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/release/scripts/startup/bl_operators/object_quick_effects.py b/release/scripts/startup/bl_operators/object_quick_effects.py index 54527773ca0..765135d6f3d 100644 --- a/release/scripts/startup/bl_operators/object_quick_effects.py +++ b/release/scripts/startup/bl_operators/object_quick_effects.py @@ -363,6 +363,7 @@ class QuickSmoke(Operator): tex = bpy.data.textures.new("Smoke Density", 'VOXEL_DATA') tex.voxel_data.domain_object = obj + tex.voxel_data.interpolation = 'TRICUBIC_BSPLINE' tex_slot = mat.texture_slots.add() tex_slot.texture = tex @@ -375,6 +376,7 @@ class QuickSmoke(Operator): tex = bpy.data.textures.new("Flame", 'VOXEL_DATA') tex.voxel_data.domain_object = obj tex.voxel_data.smoke_data_type = 'SMOKEFLAME' + tex.voxel_data.interpolation = 'TRICUBIC_BSPLINE' tex.use_color_ramp = True tex_slot = mat.texture_slots.add() |