<?xml version='1.0' encoding='UTF-8'?><rss xmlns:atom="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearchrss/1.0/" xmlns:blogger="http://schemas.google.com/blogger/2008" xmlns:georss="http://www.georss.org/georss" xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr="http://purl.org/syndication/thread/1.0" version="2.0"><channel><atom:id>tag:blogger.com,1999:blog-13564035</atom:id><lastBuildDate>Thu, 02 Apr 2026 09:34:56 +0000</lastBuildDate><category>V-Ray</category><category>PhoenixFD</category><category>Autodesk</category><category>thinkingParticles</category><category>video tutorial</category><category>tyflow</category><category>modeling</category><category>UDK</category><category>FumeFX</category><category>RealFlow</category><category>houdini</category><category>唱歌學日語</category><category>tutorial</category><category>3dsmax</category><category>NURBS</category><category>maxscript</category><category>ClaudioMeireles</category><category>VFX</category><category>management</category><category>plugin</category><category>西洋流行樂</category><category>AI</category><category>Bulgaria</category><category>KristinIvanova</category><category>Krakatoa</category><category>MentalRay</category><category>consciousness</category><category>gateway</category><category>material</category><category>psi</category><category>英語小教室</category><category>finalrender</category><category>Afterburn</category><category>Hemi-sync</category><category>Rendering</category><category>freelancer</category><category>ufo</category><category>D5Render</category><category>Frost</category><category>Gaea</category><category>KristinaGaytandzhieva</category><category>Mudbox</category><category>SlavinaNikolova</category><category>chaosgroup</category><category>chaosscatter</category><category>remoteviewing</category><category>sales</category><category>texture</category><category>vray</category><title>CG Taiwaner  台灣人玩動畫</title><description></description><link>http://hammerbchen.blogspot.com/</link><managingEditor>noreply@blogger.com (hammerbchen)</managingEditor><generator>Blogger</generator><openSearch:totalResults>739</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><item><guid isPermaLink="false">tag:blogger.com,1999:blog-13564035.post-2805624817328209373</guid><pubDate>Thu, 02 Apr 2026 09:34:00 +0000</pubDate><atom:updated>2026-04-02T17:34:56.704+08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">consciousness</category><category domain="http://www.blogger.com/atom/ns#">Hemi-sync</category><title> Resonance Chambers of the Giza 共振室與意識</title><description>&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;iframe allowfullscreen=&quot;&quot; class=&quot;BLOG_video_class&quot; height=&quot;600&quot; src=&quot;https://www.youtube.com/embed/0rCjrc-v6T8&quot; width=&quot;800&quot; youtube-src-id=&quot;0rCjrc-v6T8&quot;&gt;&lt;/iframe&gt;&lt;/div&gt;昨天在&lt;a href=&quot;https://youtu.be/y5ZygDMxhWU?si=zW34MbcirW9zNX_M&quot;&gt;Ross Coulthart的另外一個節目&lt;/a&gt;看到說秘魯的某古蹟有個共振腔室，對著它吹氣會產生共振。而且沒想到埃及也有這種腔室(Resonace Chambers)，saqqara sound temple。這不禁讓人聯想到hemi-sync gateway的resonate tuning，會幫助人改變意識狀態，進入到另外一個維度的世界。這金字塔或許不是墳墓而是與外星人溝通的一個場所或是媒介。&lt;div&gt;&lt;br /&gt;&lt;p&gt;&lt;/p&gt;&lt;div&gt;&lt;b&gt;[相關資訊]&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;Eiheiji永平寺の般若心経誦經觸發意識改變&quot;&gt;Eiheiji永平寺の般若心経誦經觸發意識改變&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;https://hammerbchen.blogspot.com/2026/03/stuart-hameroff-2021-ppt-and-thought.html&quot;&gt;Stuart Hameroff 2021意識理論的簡報&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;</description><link>http://hammerbchen.blogspot.com/2026/04/resonance-chambers-of-giza.html</link><author>noreply@blogger.com (hammerbchen)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://img.youtube.com/vi/0rCjrc-v6T8/default.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-13564035.post-122130159835596658</guid><pubDate>Tue, 31 Mar 2026 12:43:00 +0000</pubDate><atom:updated>2026-03-31T20:44:52.730+08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">consciousness</category><category domain="http://www.blogger.com/atom/ns#">management</category><title>Stuart Hameroff 2021意識理論的簡報</title><description>&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;iframe allowfullscreen=&quot;&quot; class=&quot;BLOG_video_class&quot; height=&quot;600&quot; src=&quot;https://www.youtube.com/embed/tkECK3RzEPM&quot; width=&quot;800&quot; youtube-src-id=&quot;tkECK3RzEPM&quot;&gt;&lt;/iframe&gt;&lt;/div&gt;&lt;div&gt;昨天談到Stuart Hameroff跟Roger Penrose共同提出的意識理論。因為不是很好解釋我沒有一個個整理出整個概念。Stuart Hameroff發表過&lt;a href=&quot;https://scholar.google.com/citations?user=MbFxFeoAAAAJ&amp;amp;hl=en&quot;&gt;許多論文&lt;/a&gt;，如果一篇一篇閱讀，就算有AI的幫助也要花很多時間。今天分享這支影片是Stuart Hameroff在2021年的簡報，花一個多小時把他研究的來龍去脈，證據與理論都用圖片講清楚，不需要花太多時間就可以抓到重點。&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;我覺得這很像Bob Monroe的Thought-ball的概念: 一個小小的球帶有大量的資訊。當然我只是比喻，覺得找到原作者的簡報真是學習新事物的一種重要學習方法。&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;[相關文章]&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;https://hammerbchen.blogspot.com/2026/03/itzhak-bentov-stuart-hameroff-roger.html&quot;&gt;從Itzhak Bentov到Stuart Hameroff的意識研究突破&lt;/a&gt;&lt;/div&gt;</description><link>http://hammerbchen.blogspot.com/2026/03/stuart-hameroff-2021-ppt-and-thought.html</link><author>noreply@blogger.com (hammerbchen)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://img.youtube.com/vi/tkECK3RzEPM/default.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-13564035.post-6786169001029890949</guid><pubDate>Mon, 30 Mar 2026 12:22:00 +0000</pubDate><atom:updated>2026-03-30T20:38:25.926+08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">ufo</category><title>UAP in orbit地球軌道上曾有上千個不明飛行物</title><description>&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;iframe allowfullscreen=&quot;&quot; class=&quot;BLOG_video_class&quot; height=&quot;600&quot; src=&quot;https://www.youtube.com/embed/zKXq-QQ9FUw&quot; width=&quot;800&quot; youtube-src-id=&quot;zKXq-QQ9FUw&quot;&gt;&lt;/iframe&gt;&lt;/div&gt;飛碟與外星人絕對會是今年最火熱的話題。今年美國很可能會公布外星人訊息，而&lt;a href=&quot;https://www.youtube.com/watch?v=gQxo3V4kHmc&quot;&gt;史蒂芬史匹柏的《揭密日》（Disclosure Day）&lt;/a&gt;即將在今年6月12日上映。這絕對不是巧合。既然這樣我就多發幾篇跟外星人有關的文章。&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;這專訪影片是Ross Coulthart訪問天文學家&lt;a href=&quot;https://scholar.google.com/citations?user=_Jc8gm0AAAAJ&amp;amp;hl=en&quot;&gt;Beatriz Villarroel&lt;/a&gt;。她根據天文台的資料發現在人類發射第一個人造衛星之前(也就是50年代左右)，北半球的天空就曾經短暫(transients)出現過三千多個不明的非人類物體。我想這裡的重點在於她的發現通過了同行評審(peer review)，並且發表在 scientific reports等等期刊。專訪中她八月份還有另一篇要發表。&lt;br /&gt;&lt;br /&gt;影片中討論這些不明物體的可能性，其中一個理論是這些是外星人監看地球用的，把南半球算進去可能有7千多個在軌道上的不明物體。另一個理論是這些是古代文明遺留下來的。因為許多國家都有天文台，都有其天空照片，這讓驗證真偽變得很容易，相信會找到更多證據。&lt;div&gt;&lt;a class=&quot;yt-core-attributed-string__link yt-core-attributed-string__link--call-to-action-color&quot; role=&quot;button&quot; style=&quot;background-color: white; color: #131313; display: inline; font-family: Roboto, Arial, sans-serif; font-size: 16px; text-wrap-mode: nowrap;&quot; tabindex=&quot;0&quot;&gt;&lt;br /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;[相關連結]&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;https://www.nature.com/articles/s41598-021-92162-7?fbclid=IwY2xjawQ3Ri5leHRuA2FlbQIxMABicmlkETFFYkxoQTduNGpsZWpmWEI5c3J0YwZhcHBfaWQQMjIyMDM5MTc4ODIwMDg5MgABHuWEN3nOqB1IABKvqS9Xto_XfpJVtFvJkHYQ6zARvutnKoI7CAm_u5jcB9cX_aem_x9wlw8tRbnYnLLX57AySfg&quot;&gt;Exploring nine simultaneously occurring transients on April 12th 1950&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;https://iopscience.iop.org/article/10.1088/1538-3873/ae0afe&quot;&gt;Aligned, Multiple-transient Events in the First Palomar Sky Survey&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;</description><link>http://hammerbchen.blogspot.com/2026/03/nonhuman-intelligence-uap-in-orbit.html</link><author>noreply@blogger.com (hammerbchen)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://img.youtube.com/vi/zKXq-QQ9FUw/default.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-13564035.post-235761733276356644</guid><pubDate>Mon, 30 Mar 2026 11:49:00 +0000</pubDate><atom:updated>2026-03-30T20:38:58.116+08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">consciousness</category><category domain="http://www.blogger.com/atom/ns#">gateway</category><category domain="http://www.blogger.com/atom/ns#">psi</category><title>從Itzhak Bentov到Stuart Hameroff的意識研究突破</title><description>&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;iframe allowfullscreen=&quot;&quot; class=&quot;BLOG_video_class&quot; height=&quot;600&quot; src=&quot;https://www.youtube.com/embed/KMbeK_6ATxQ&quot; width=&quot;800&quot; youtube-src-id=&quot;KMbeK_6ATxQ&quot;&gt;&lt;/iframe&gt;&lt;/div&gt;從來沒想過這輩子科學會進展到開始要真的理解什麼是人類意識。最近一直在看&lt;a href=&quot;https://scholar.google.com/citations?user=MbFxFeoAAAAJ&amp;amp;hl=en&quot;&gt;麻醉科學家Stuart Hameroff的論文&lt;/a&gt;。Roger Penrose很早就提出意識可能跟微管(Microtubules)有關，他認為微管的重複性結構可能可進行量子運算，而量子狀態跟意識的產生有關。以前在念書時，科學界基本上是否定Penrose的理論，認為腦中的環境太濕太熱沒辦法做量子運算。後來Stuart Hameroff發現麻醉藥會阻斷微管的結構，就跟Roger Penrose一起發表論文...一直到現在有許多驚人的突破。可能不是一兩句就能解釋的。基本上就是人腦透過微管蛋白質特性會產生量子疊加態，會產生某種重力效應，除了可以快速運算外，時空也會改變。&lt;div&gt;&lt;p&gt;&lt;/p&gt;&lt;div&gt;我發現Itzhak Bentov竟然在1978年左右就提出跟Stuart Hameroff有相關的意識理論，這真的很不可思議。也就是說將近50年前Itzhak就抓到意識可能來源的方向，儘管他的理論有很多奇怪的，或是不正確的地方(用錯名詞或是用了大量的比喻)，但在振動頻率與意識涉及到世界的物理底層方面是與Stuart Hameroff不謀而合的。&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;我覺得這很像孟德爾(Gregor Mendel)發現碗豆的遺傳學一樣，儘管從現代的角度來看，他的發現好像找到一個剛好可以解釋的例子，但基本大方向是對的。&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;這也說明了為何解密的CIA文件會用到Itzhak Bentov關於人類意識的理論，真的很不簡單。&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;[相關連結]&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;https://www.sciencedirect.com/science/article/pii/S1571064513001188&quot;&gt;Consciousness in the universe: A review of the ‘Orch OR’theory&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=tkECK3RzEPM&quot;&gt;Stuart Hameroff 2021 - Quantum biology and consciousness&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=ZpEKOH4LBAc&quot;&gt;Microtubules (Structure and Function)&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;https://hammerbchen.blogspot.com/2026/03/jack-sarfatti-quantum-mind.html&quot;&gt;Jack Sarfatti quantum mind 人腦的量子運算(一)&lt;/a&gt;&lt;/div&gt;</description><link>http://hammerbchen.blogspot.com/2026/03/itzhak-bentov-stuart-hameroff-roger.html</link><author>noreply@blogger.com (hammerbchen)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://img.youtube.com/vi/KMbeK_6ATxQ/default.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-13564035.post-5238633484253798350</guid><pubDate>Sun, 29 Mar 2026 10:34:00 +0000</pubDate><atom:updated>2026-03-29T18:34:52.325+08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">PhoenixFD</category><title>Phoenix FD Foam Splash Alembic動態模糊的設置</title><description>&lt;p style=&quot;text-align: center;&quot;&gt;&amp;nbsp;&lt;img height=&quot;351&quot; src=&quot;https://blogger.googleusercontent.com/img/a/AVvXsEisEZe0MZczqxZUSYCUz09NE6RvElPFVH0RoueLqG9VvNuVV-qjvXBrLBXM34BFWZ7qqbVjzEHsBNAokQdsqNex7WPMwYw4mqxrnp6GLy-e1Y8ooCPcLk2PoCIuA5cBOMZ3NtR-Fy_6HC-oetSBIEl6TmyTF5IZdoKpWyaWyCwq6ETAmd--3I0s&quot; style=&quot;font-family: Arial, sans-serif; font-size: 14pt; margin-left: 0px; margin-top: 0px; white-space-collapse: preserve;&quot; width=&quot;624&quot; /&gt;&lt;/p&gt;&lt;p&gt;這篇我要來講如果你把 Phoenix FD的Splash或Foam粒子輸出成Alembic，然後再用VRayProxy import回3ds Max時，要怎樣表現出Motion Blur?&lt;/p&gt;&lt;p style=&quot;text-align: center;&quot;&gt;&lt;span id=&quot;docs-internal-guid-1e1838fc-7fff-ab11-53b0-2e7fe860f0c3&quot;&gt;&lt;span face=&quot;Arial, sans-serif&quot; style=&quot;font-size: 14pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-emoji: normal; font-variant-numeric: normal; font-variant-position: normal; vertical-align: baseline; white-space-collapse: preserve;&quot;&gt;&lt;span style=&quot;border: none; display: inline-block; height: 319px; overflow: hidden; width: 624px;&quot;&gt;&lt;img height=&quot;319&quot; src=&quot;https://blogger.googleusercontent.com/img/a/AVvXsEhQAs5DmGhHnHzmKWrmUG-gCPZZTIHXsUqEgRDkf2h1cVyyKSCB4q7jwTpCmc0GYJukxjDij69xUcT4bTVs4R6dHNZS9RSxDSuVIdj3gBFmGRPdUHg_c6ZsoAuxVCtrZNVx8cn7R4rtdJjw_N_jWjJsIuaq33HUDEfRHStzSzzUaDawChz_6nO4&quot; style=&quot;margin-left: 0px; margin-top: 0px;&quot; width=&quot;624&quot; /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;關鍵就在於在VRayProxy上按右鍵，VRay object properties，當中要勾選Velocity channel，並把Velocity chan. multi. 調高至100.0，這樣算圖時就會看到動態模糊的效果了。&lt;/p&gt;&lt;p&gt;當然，在Phoenix FD模擬時，Output要記得輸出particle velocity data。&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;[相關文章]&lt;/b&gt;&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;https://hammerbchen.blogspot.com/2026/03/phoenix-fd-liquid-simulator-rotational.html&quot;&gt;Phoenix FD Liquid Simulator不支援旋轉慣性&lt;/a&gt;&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;https://hammerbchen.blogspot.com/2026/03/phoenix-fd-with-v-shape-stern-wake.html&quot;&gt;Phoenix FD with V-shape stern wake 船尾波的製作技巧&lt;/a&gt;&lt;/p&gt;</description><link>http://hammerbchen.blogspot.com/2026/03/phoenix-fd-foam-splash-alembic-motion.html</link><author>noreply@blogger.com (hammerbchen)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/a/AVvXsEisEZe0MZczqxZUSYCUz09NE6RvElPFVH0RoueLqG9VvNuVV-qjvXBrLBXM34BFWZ7qqbVjzEHsBNAokQdsqNex7WPMwYw4mqxrnp6GLy-e1Y8ooCPcLk2PoCIuA5cBOMZ3NtR-Fy_6HC-oetSBIEl6TmyTF5IZdoKpWyaWyCwq6ETAmd--3I0s=s72-c" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-13564035.post-3273360527886892073</guid><pubDate>Sun, 29 Mar 2026 10:12:00 +0000</pubDate><atom:updated>2026-03-29T18:14:21.774+08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">gateway</category><category domain="http://www.blogger.com/atom/ns#">psi</category><title>Jack Sarfatti quantum mind 人腦的量子運算(一)</title><description>&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;iframe allowfullscreen=&quot;&quot; class=&quot;BLOG_video_class&quot; height=&quot;600&quot; src=&quot;https://www.youtube.com/embed/PPmN5xWVqYk&quot; width=&quot;800&quot; youtube-src-id=&quot;PPmN5xWVqYk&quot;&gt;&lt;/iframe&gt;&lt;/div&gt;&lt;br /&gt;&lt;p&gt;&lt;/p&gt;&lt;div&gt;&lt;div&gt;今天想來談談Jack Sarfatti 博士的意識理論。儘管Sarfatti的理論有很多漏洞，或瑕疵，但是整體來看可以解釋很多現象，或許是正確的研究方向。&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;1. 首先談這支影片當中的談人腦的量子運算。&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;裡面說人腦裡面的微管(Microtubule)可以產生量子的相干性，但是一般認為量子的相干性必須要在嚴苛的條件下，低溫...等。腦內太熱太亂了。但是他認為生物體是處於「遠離平衡態」的系統，所以可以產生量子相干性，因此人腦可以是&quot;量子電腦&quot;。&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;微管的重複結構，還有麻醉醫師Stuart Hameroff發現麻醉氣體分子會精確地進入微管蛋白內部的那個「電子口袋」，並在那裡產生微弱的倫敦力（London forces），把那個電子「卡住」。微管量子開關停止跳動，疊加態崩塌。雖然你的神經元還在運作（像電腦主機還開著），但量子計算程式停了（軟體登出了），所以你失去了意識。因此，微管被認為很可能就是意識的關鍵。&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Sarfatti 認為，當數十億個微管蛋白透過前面提到的 「弗勒利希凝聚（Fröhlich Condensate）」 達成同步時，會產生一個巨大的「相干場」。這就是你的靈魂：他認為這個跨越整個大腦（甚至可能延伸到體外）的相干量子場，就是我們所體驗到的「自我」。&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;「意識不是神經元放電產生的副產品，而是微管內量子相干場的表現。」&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;2. 再來談談Sarfatti早期參與，已解密的CIA文件&lt;/b&gt;&lt;a href=&quot;https://www.cia.gov/readingroom/docs/CIA-RDP79-00999A000200010007-8.pdf&quot;&gt;《人類研究論文：生物體生物質能場與光子源的相互作用》（Mankind Research Papers: The Interaction of Bioplasmic Fields of Living Organisms with Light Photon Sources）&lt;/a&gt;。那份文件是要回答Russell Targ 博士的疑問，想要用物理解釋人類的超常現象。&lt;/div&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;文件中Jack Sarfatti認為，所謂的心電感應或超感官知覺，本質上就是時空幾何的量子漲落在「宏觀尺度」（人類可見的尺度）上的表現。換句話說超能力(指的是remote viewing，遠距離感官...)並非超自然，而是時空結構在微觀下的「不穩定」與「混亂」現象，偶然在我們日常的宏觀世界中顯現出來的結果。 心靈現象其實是一種極端複雜的物理現象，即時空本身在量子層面上發生了扭曲，導致在那個時刻那個地方，因果律和空間距離失效。&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;span&gt;&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;/span&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;量子漲落是什麼?&lt;/b&gt;&lt;/div&gt;&lt;div&gt;「量子漲落」（Quantum Fluctuation）是量子力學中一個非常核心且奇特的觀念。簡單來說，它指的是在微觀世界中，即便是在看似空無一物的「真空」狀態下，能量也並非絕對為零，而是處於一種永不停歇的微小震盪。這是量子力學中一個非常核心且奇特的觀念。簡單來說，它指的是在微觀世界中，即便是在看似空無一物的「真空」狀態下，能量也並非絕對為零，而是處於一種永不停歇的微小震盪。以下透過幾個層次來說明：&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;1. 海森堡不確定性原理&lt;/b&gt; (Heisenberg Uncertainty Principle)這是量子漲落的理論基礎。根據量子力學，我們無法同時精確地知道一個粒子的所有屬性。對於能量與時間，有一個著名的公式：&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;這意味著：能量的改变量 與時間的改变量&amp;nbsp; 不能同時為零。如果時間尺度非常短，能量的波動就可以變得非常大。這打破了經典物理中「能量守恆」的嚴格限制，允許能量在極短的時間內「憑空出現」又「隨即消失」。&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;2. 「沸騰」的真空&lt;/b&gt;：成對產生的粒子在經典物理中，真空就是「什麼都沒有」。但在量子物理中，真空更像是一片波濤洶湧的海洋。由於上述的能量波動，真空會不斷地憑空產生一對虛粒子（Virtual Particles）——通常是一個正粒子與一個反粒子。它們出現後會迅速碰撞並湮滅（Annihilation），將能量還給真空。這個過程發生得極快，快到我們無法直接觀測到這對粒子，但它們對物理環境的影響卻是真實存在的。&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;3. 為什麼這很重要？量子漲落不只是理論，它解釋了許多宇宙的重要現象：&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;ul style=&quot;text-align: left;&quot;&gt;&lt;li&gt;卡西米爾效應 (Casimir Effect)： 當兩塊不帶電的金屬板靠得極近時，板子中間的量子漲落會受到擠壓（波長受限），導致板外側的壓力大於內側，使兩塊板子互相吸引。這證明了「真空不空」。&lt;/li&gt;&lt;li&gt;宇宙的起源： 許多宇宙學家認為，早期宇宙在極短時間內的「暴脹」，將微觀的量子漲落拉扯到了宏觀尺度。這些當初的小小波動，最終演變成了今天宇宙中的星系、恆星與行星的分布。&lt;/li&gt;&lt;li&gt;黑洞輻射（霍金輻射）： 史蒂芬·霍金認為，如果在黑洞的事件視界邊緣發生量子漲落，產生的一對粒子中，一個掉入黑洞，另一個逃脫，這就形成了黑洞發出的輻射。&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;你可以把量子漲落想像成現實世界的「底噪」或「背景震動」。在宏觀世界（我們日常生活的尺度），這些震動因為互相抵消而顯得微不足道；但在極微觀的尺度或極端（如宇宙初期）的環境下，量子漲落是形塑整個宇宙結構的根本力量。&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;(待續)&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;[相關文章]&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;https://hammerbchen.blogspot.com/2026/03/close-encounters-of-third-kind-and-hemi.html&quot;&gt;Close Encounters of the Third Kind 音頻改變意識&lt;/a&gt;&lt;/div&gt;</description><link>http://hammerbchen.blogspot.com/2026/03/jack-sarfatti-quantum-mind.html</link><author>noreply@blogger.com (hammerbchen)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://img.youtube.com/vi/PPmN5xWVqYk/default.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-13564035.post-6794562273740017784</guid><pubDate>Sun, 29 Mar 2026 03:54:00 +0000</pubDate><atom:updated>2026-03-29T11:55:11.917+08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">management</category><category domain="http://www.blogger.com/atom/ns#">PhoenixFD</category><title>Simulation assets and visualization assets模擬與視覺化</title><description>&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgq8RfX1qQjiHRTEnK8pXJjvtrpfXj2c4uULPU2QHIk7TafpAEwJZmB6RaFEC5Wq5iO57NFu3Q7UP6H84fi3aXApZEDdbvQeCsDsiU1V4b_R7rpL-nEl93N4ntE0LejmIlFBBEO-YFcZhcNT2fSXe39mNiyLvz-mjKcGPoC52XKzhQjDE7Usipw/s3840/PhoenixFD_Yacht.png&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;2160&quot; data-original-width=&quot;3840&quot; height=&quot;360&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgq8RfX1qQjiHRTEnK8pXJjvtrpfXj2c4uULPU2QHIk7TafpAEwJZmB6RaFEC5Wq5iO57NFu3Q7UP6H84fi3aXApZEDdbvQeCsDsiU1V4b_R7rpL-nEl93N4ntE0LejmIlFBBEO-YFcZhcNT2fSXe39mNiyLvz-mjKcGPoC52XKzhQjDE7Usipw/w640-h360/PhoenixFD_Yacht.png&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;最近發現能把Simulation assets and visualization assets放在同一個場景裡也是一種技能。以往我的作法是模擬是一個場景，要視覺化漂亮地算圖是另外一個場景。好處是模擬時比較不會被不相干的物件干擾 (當然可以透過exclude list來做到)，可以把思維專心放在模擬上; 缺點就是管理不易，分開兩個檔案如果要修改時就會變得麻煩。&lt;p&gt;&lt;/p&gt;&lt;p&gt;所以重點是要很清楚那些物件是用在模擬的，那些物件單純是用來算圖的。&lt;b&gt;以遊艇為例，用於視覺化的就有:&lt;/b&gt;&lt;/p&gt;&lt;p&gt;&lt;/p&gt;&lt;ul style=&quot;text-align: left;&quot;&gt;&lt;li&gt;水底的地形&lt;/li&gt;&lt;li&gt;高解析度的且帶有貼圖材質的船&lt;/li&gt;&lt;li&gt;Alembic的Foam與Splash&lt;/li&gt;&lt;/ul&gt;&lt;b&gt;而用於Fluid Simulation的則有&lt;/b&gt;&lt;br /&gt;&lt;p&gt;&lt;/p&gt;&lt;ul style=&quot;text-align: left;&quot;&gt;&lt;li&gt;Collapse的船，可能是原本的船修改的，也可能是另外做出來的lowpoly的船&lt;/li&gt;&lt;li&gt;放在水下當作船螺旋槳噴射水的box&lt;/li&gt;&lt;li&gt;Simulator本身&lt;/li&gt;&lt;/ul&gt;&lt;div&gt;隨時要很清楚的知道這兩種資產的區別，才能更有效地管理並放在同一個檔案裡。&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;[相關文章]&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;https://hammerbchen.blogspot.com/2026/03/conform-modifier-quick-and-dirdy.html&quot;&gt;Conform modifier - collision proxy 快速產生碰撞體&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;https://hammerbchen.blogspot.com/2026/03/phoenix-fd-with-v-shape-stern-wake.html&quot;&gt;Phoenix FD with V-shape stern wake 船尾波的製作技巧&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;https://hammerbchen.blogspot.com/2025/05/ocean-shader-and-mesh_21.html&quot;&gt;Ocean shader and mesh 海洋製作材質筆記(二)&lt;/a&gt;&lt;/div&gt;&lt;p&gt;&lt;/p&gt;</description><link>http://hammerbchen.blogspot.com/2026/03/simulation-assets-and-visualization.html</link><author>noreply@blogger.com (hammerbchen)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgq8RfX1qQjiHRTEnK8pXJjvtrpfXj2c4uULPU2QHIk7TafpAEwJZmB6RaFEC5Wq5iO57NFu3Q7UP6H84fi3aXApZEDdbvQeCsDsiU1V4b_R7rpL-nEl93N4ntE0LejmIlFBBEO-YFcZhcNT2fSXe39mNiyLvz-mjKcGPoC52XKzhQjDE7Usipw/s72-w640-h360-c/PhoenixFD_Yacht.png" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-13564035.post-5795302838698796252</guid><pubDate>Thu, 19 Mar 2026 09:45:06 +0000</pubDate><atom:updated>2026-03-19T17:54:23.646+08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">gateway</category><category domain="http://www.blogger.com/atom/ns#">psi</category><category domain="http://www.blogger.com/atom/ns#">ufo</category><title>Close Encounters of the Third Kind 音頻改變意識</title><description>&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqcGjKr56ixcz7xAcjVsiWkF18R51UGtawSA0Mye_NF0pKCaoTi_YtknhfYoBJQFyTdmO0BXPdKe-jL2gq5u4IxC5XFJA_phTRynHo30h4ktcTsAF-Go42sooXtIzZX62Lqg23zjqVkX6kS0XewJXPSwIDcNKGM2QcqVhxTMyQ8o8pYYJ4mZXI/s1481/third%20kind%20encounter%20poster_1977_hemi-sync.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;1481&quot; data-original-width=&quot;1000&quot; height=&quot;320&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqcGjKr56ixcz7xAcjVsiWkF18R51UGtawSA0Mye_NF0pKCaoTi_YtknhfYoBJQFyTdmO0BXPdKe-jL2gq5u4IxC5XFJA_phTRynHo30h4ktcTsAF-Go42sooXtIzZX62Lqg23zjqVkX6kS0XewJXPSwIDcNKGM2QcqVhxTMyQ8o8pYYJ4mZXI/s320/third%20kind%20encounter%20poster_1977_hemi-sync.jpg&quot; width=&quot;216&quot; /&gt;&lt;/a&gt;&lt;/div&gt;導演史蒂芬·史匹柏（Steven Spielberg）在他的電影&lt;a href=&quot;https://www.imdb.com/title/tt0075860/?ref_=ttfc_ov_bk&quot;&gt;Close Encounters of the Third Kind (1977)&lt;/a&gt;裡面不斷地重複某個聲調，我覺得史蒂芬史匹柏必然知道特定的聲調會觸發人類的意識改變，而意識的改變進入到C2或是C3時便可以與外星人做心電感應。&lt;p&gt;&lt;/p&gt;&lt;p&gt;劇中男主角因為接觸到飛碟，而在腦海中浮現魔鬼塔(Devils Tower National Monument)，那是一種直接的感知，有點像是mind downloading。&lt;/p&gt;&lt;p&gt;我覺得劇中的聲調是簡化版的&lt;a href=&quot;https://hemi-sync.com/&quot;&gt;Hemi Sync&lt;/a&gt;，讓一般大眾更能看懂劇情，而實際上可能是某種特定的聲頻促進腦波進入到Alpha波或是Theta波，然後在那個狀態，人類就能直接與外星人溝通。&lt;/p&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;iframe allowfullscreen=&quot;&quot; class=&quot;BLOG_video_class&quot; height=&quot;600&quot; src=&quot;https://www.youtube.com/embed/dSpQ3G08k48&quot; width=&quot;800&quot; youtube-src-id=&quot;dSpQ3G08k48&quot;&gt;&lt;/iframe&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;史蒂芬·史匹柏的這部電影不是簡單的科幻片。首先，他並沒有把外星人醜化成邪惡的，要攻擊人類的。然後，裡面有很多有考究的細節: 手部掃描器，跟&lt;a href=&quot;https://zh.wikipedia.org/zh-tw/%E5%8C%85%E4%BC%AF%C2%B7%E6%8B%89%E6%9C%AD&quot;&gt;Bob Lazar&lt;/a&gt;在S4裡面的掃描器是同款。小灰人其實是外星人的機器人，真正的外星人更大隻。星際旅行讓時間改變，過去失蹤的士兵看起來都沒有變老。動物被屠殺其實是政府的作為...等等。難怪這部電影會被認為是部紀錄片而非科幻片。&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEWIShpb_CK-PH1hqFkb6kCdxfuSEwV6eVW570_vvWribsMRGXigwk6JsvIm20GaDYcHdhD_9RDx5bfz43DbTndHFsUAd0iiVsOqtLELvewwWWPluS4C1qjezuMrazHXlBn8168vBts3x6ZC3h3cY0OUP7Q3CH94OqU6dujzrB3NvdMn5CPTbg/s516/Jules_2023.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;516&quot; data-original-width=&quot;355&quot; height=&quot;320&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEWIShpb_CK-PH1hqFkb6kCdxfuSEwV6eVW570_vvWribsMRGXigwk6JsvIm20GaDYcHdhD_9RDx5bfz43DbTndHFsUAd0iiVsOqtLELvewwWWPluS4C1qjezuMrazHXlBn8168vBts3x6ZC3h3cY0OUP7Q3CH94OqU6dujzrB3NvdMn5CPTbg/s320/Jules_2023.jpg&quot; width=&quot;220&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div&gt;最近有一部電影也沒有把外星人醜化&amp;nbsp; -&amp;nbsp;&lt;a href=&quot;https://www.imdb.com/title/tt15428940/?ref_=wl_t_72&quot;&gt;Jules (2023)&lt;/a&gt;。這部電影在各方面很可能比其他醜化外星人的電影更貼近真實。當然，裡面的外星人與人類的溝通也是透過心電感應。&lt;/div&gt;</description><link>http://hammerbchen.blogspot.com/2026/03/close-encounters-of-third-kind-and-hemi.html</link><author>noreply@blogger.com (hammerbchen)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqcGjKr56ixcz7xAcjVsiWkF18R51UGtawSA0Mye_NF0pKCaoTi_YtknhfYoBJQFyTdmO0BXPdKe-jL2gq5u4IxC5XFJA_phTRynHo30h4ktcTsAF-Go42sooXtIzZX62Lqg23zjqVkX6kS0XewJXPSwIDcNKGM2QcqVhxTMyQ8o8pYYJ4mZXI/s72-c/third%20kind%20encounter%20poster_1977_hemi-sync.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-13564035.post-5530361723450934356</guid><pubDate>Wed, 18 Mar 2026 12:17:38 +0000</pubDate><atom:updated>2026-03-18T20:54:22.735+08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">gateway</category><category domain="http://www.blogger.com/atom/ns#">psi</category><category domain="http://www.blogger.com/atom/ns#">remoteviewing</category><title>Shawn Ryan，Joe Rogan關於Remote viewing的影片</title><description>&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmgFMi2HCTyBKNoH4pMX3ZXJ5L8CIpmZAzClCXv9WsFwtgbMuW_ppsilj27lqNhSNipZDgBlAhJipZVdsgbwFueZ4r_IkR078n-8C8wp3oTf13YpeY3-zo6B1ebWApfcJIkPka1PnMPaRMoqv0Buf43xC-wHAokX7Vyy5UZzxFqq6HlqbTQemb/s1536/Gateway_process_remote_viewing.png&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;1536&quot; data-original-width=&quot;1024&quot; height=&quot;400&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmgFMi2HCTyBKNoH4pMX3ZXJ5L8CIpmZAzClCXv9WsFwtgbMuW_ppsilj27lqNhSNipZDgBlAhJipZVdsgbwFueZ4r_IkR078n-8C8wp3oTf13YpeY3-zo6B1ebWApfcJIkPka1PnMPaRMoqv0Buf43xC-wHAokX7Vyy5UZzxFqq6HlqbTQemb/w266-h400/Gateway_process_remote_viewing.png&quot; width=&quot;266&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;p&gt;&lt;/p&gt;&lt;div&gt;這裡列出Shawn Ryan或是Joe Rogan上關於Remote viewing與Gateway Process的相關影片，每一個都值得一看再看。&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Gateway Process是由Bob Monroe所開發的一組聲音檔，這個聲音要用耳機聽才會有效。它利用了人腦會追隨頻率的這種特性(frequency following response)，讓人進入到冥想或是深度睡眠的狀態。這組聲音檔的左右耳會有頻率的差異，例如左耳 200 Hz、右耳 210 Hz，你會聽到不只是兩個音，而是 210-200 = 10 Hz 的節拍，也就是雙耳節拍 (Binaural beats)。而腦波就是Alpha = 放鬆清醒（8–12Hz）， Theta = 半夢半醒（4–7Hz）。因次當兩耳所聽到的頻率相差在這個範圍，就可激發人腦進入Alpha波或是Theta波。&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Remote viewing是一種能力，可以感知遠處或是隱藏的或是未來的物件，或是建築物，或事件。用通俗的話來說是一種超能力，用科學的用語是non-local awareness。而Gateway Process刺激所產生的人腦放鬆的狀態可以強化Remote viewing的能力。&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;b&gt;1. Shawn Ryan Show&lt;/b&gt;&lt;/div&gt;&lt;div&gt;- &lt;a href=&quot;https://www.youtube.com/watch?v=XRTon6qgVws&quot;&gt;Joe McMoneagle - CIA&#39;s Project Stargate&lt;/a&gt;&lt;/div&gt;&lt;div&gt;- &lt;a href=&quot;https://www.youtube.com/watch?v=OwrDI7GvenQ&quot;&gt;Skip Atwater - Bizarre Alien Encounter, Remote Viewing Mars and Psychic Operations&lt;/a&gt;&lt;/div&gt;&lt;div&gt;- &lt;a href=&quot;https://www.youtube.com/watch?v=K0u0JqwQDJQ&quot;&gt;Edwin C. May - Psychics in Space, Dream Telepathy and Remote Viewing Saturn&lt;/a&gt;&lt;/div&gt;&lt;div&gt;-&amp;nbsp;&lt;a href=&quot;https://www.youtube.com/watch?v=nsxNOIQjCtM&quot;&gt;Angela Ford - Meet the Army Psychic Who Tracked Spies, Hostages and Fugitives&amp;nbsp;&lt;/a&gt;&lt;/div&gt;&lt;div&gt;-&amp;nbsp;&lt;a href=&quot;https://www.youtube.com/watch?v=IrYNwuGuvYs&quot;&gt;Sean Webb - CIA Funds Remote Viewing Program&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;2. Joe Rogan Experience&lt;/b&gt;&lt;/div&gt;&lt;div&gt;- &lt;a href=&quot;https://www.youtube.com/watch?v=Gf_tKn9TaP8&quot;&gt;#2314 - Hal Puthoff&lt;/a&gt;&lt;/div&gt;&lt;div&gt;- &lt;a href=&quot;https://www.youtube.com/watch?v=tQR6SFK7lFc&quot;&gt;#2259 - Thomas Campbell&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;3. 其他影片&lt;/b&gt;&lt;/div&gt;&lt;div&gt;-&amp;nbsp;&lt;a href=&quot;https://www.youtube.com/watch?v=QnCM-rLWw8c&quot;&gt;Rare 1995 Robert Monroe Interview. Astral Travel, OBE, Lucid Dreaming&lt;/a&gt;&lt;/div&gt;&lt;div&gt;- &lt;a href=&quot;https://www.youtube.com/watch?v=1SGZ2BAlWTg&quot;&gt;Ingo Swann Expanding the Information Base About Remote Viewing Part 1&lt;/a&gt;&lt;/div&gt;&lt;div&gt;- &lt;a href=&quot;https://www.youtube.com/watch?v=16NgLGKFISk&amp;amp;t=3s&quot;&gt;IRVA 2001 Russel Targ - Why I Teach Remote Viewing&lt;/a&gt;&lt;/div&gt;&lt;div&gt;- &lt;a href=&quot;https://www.youtube.com/watch?v=WmYGtKB9EEA&quot;&gt;Statistics in Parapsychology with Jessica Utts&lt;/a&gt;&lt;/div&gt;&lt;div&gt;-&amp;nbsp;&lt;a href=&quot;https://www.youtube.com/watch?v=2TSHLewxF1M&quot;&gt;Julia Mossbridge - Precognition: The Science of Predicting the Unpredictable&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;4. 書&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;https://www.books.com.tw/products/0010974519?srsltid=AfmBOoqglbNnu8wIAqT42BxQ7EjOjmJhfG45QMR0Emr7KE8cjf-_Bun3&quot;&gt;解密！CIA通靈部隊：監控核武、拯救人質、刑偵破案，美國「星門計畫」及遙視能力開發的真實記錄 (Third Eye Spies: Learn Remote Viewing from the Masters)&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;5. 電影&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;https://www.imdb.com/title/tt1234548/?ref_=wl_t_10&quot;&gt;The Men Who Stare at Goats, 2009&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;[相關文章]&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;https://hammerbchen.blogspot.com/2026/03/eiheiji-and-hemi-sync.html&quot;&gt;Eiheiji永平寺の般若心経誦經觸發意識改變&lt;/a&gt;&lt;/div&gt;</description><link>http://hammerbchen.blogspot.com/2026/03/shawn-ryanjoe-roganremote-viewing.html</link><author>noreply@blogger.com (hammerbchen)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmgFMi2HCTyBKNoH4pMX3ZXJ5L8CIpmZAzClCXv9WsFwtgbMuW_ppsilj27lqNhSNipZDgBlAhJipZVdsgbwFueZ4r_IkR078n-8C8wp3oTf13YpeY3-zo6B1ebWApfcJIkPka1PnMPaRMoqv0Buf43xC-wHAokX7Vyy5UZzxFqq6HlqbTQemb/s72-w266-h400-c/Gateway_process_remote_viewing.png" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-13564035.post-8794550368725508143</guid><pubDate>Wed, 18 Mar 2026 02:53:07 +0000</pubDate><atom:updated>2026-03-18T17:58:44.265+08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">management</category><category domain="http://www.blogger.com/atom/ns#">PhoenixFD</category><title>Phoenix FD Liquid Simulator不支援旋轉慣性</title><description>&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFL497W_a2HcXYcQrazIOe5DVGV6XayMohOdnegjkXc4ot8BA_0FR1bxaYcduzjO01rfnJYzjcQ1u8LWXeYni4eD4LbQktDlnC9W8FB7S61YHa5l-EL-67KI3zuWOrssDByBraDY7JCa-c3tiy0f5VeiigFXWfHuzVupxenETam6pR4ocX2eCA/s1280/PhoenixFD_liquid_simulator_yacht_inertia.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;720&quot; data-original-width=&quot;1280&quot; height=&quot;360&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFL497W_a2HcXYcQrazIOe5DVGV6XayMohOdnegjkXc4ot8BA_0FR1bxaYcduzjO01rfnJYzjcQ1u8LWXeYni4eD4LbQktDlnC9W8FB7S61YHa5l-EL-67KI3zuWOrssDByBraDY7JCa-c3tiy0f5VeiigFXWfHuzVupxenETam6pR4ocX2eCA/w640-h360/PhoenixFD_liquid_simulator_yacht_inertia.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;Phoenix FD Liquid Simulator有一個固定的流程，就是先設定好船的移動 (比方說從A移動到B)，然後把Liquid Simulator連結到那艘船。然後配合Motion Inertia這個選項讓液體模擬器帶有船的慣性。這樣一來你就不需要有超大的 涵蓋A到B的模擬範圍，你只需要大概在船身周圍大小的模擬器就可以了。節省了很多時間。&lt;p&gt;&lt;/p&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtAOrx9UUbQCaGOfwKap-WX4JGkfc1e0S4w9VYgjttkI5AMsA3TeVtzus2yK-kfsMLtRvwiEOgEujgOKqLJt9ECjpT4vlCNAZVkoLR_wzWz1uOwlDE5hletxmcnCAsNrlJqR1cuTUALFkABvvkh1B35FrwDyLHLMfiwy6_WK9Cbb25n0xPjN6z/s294/PhoenixFD_Liquid_simulator_motion_inertia.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;294&quot; data-original-width=&quot;231&quot; height=&quot;294&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtAOrx9UUbQCaGOfwKap-WX4JGkfc1e0S4w9VYgjttkI5AMsA3TeVtzus2yK-kfsMLtRvwiEOgEujgOKqLJt9ECjpT4vlCNAZVkoLR_wzWz1uOwlDE5hletxmcnCAsNrlJqR1cuTUALFkABvvkh1B35FrwDyLHLMfiwy6_WK9Cbb25n0xPjN6z/s1600/PhoenixFD_Liquid_simulator_motion_inertia.jpg&quot; width=&quot;231&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;p&gt;&lt;b&gt;問題是，這個Motion Inertia並不會計算船的旋轉運動，沒辦法處理角速度，離心力或是Coriolis effects。因此這樣的操作不能用在當船轉彎的時候。&lt;/b&gt;&lt;/p&gt;&lt;p&gt;既然不能這樣做，唯一的解法是弄一個跨越A到B的，超大的simulator，但是這會讓模擬時間與檔案變得超大。&lt;/p&gt;&lt;p&gt;我不期待開發人員會把這個問題解決，回到我&lt;a href=&quot;https://hammerbchen.blogspot.com/2026/03/excire-foto-aesthetics.html&quot;&gt;上一篇文章&lt;/a&gt;說的，如果一套軟體的功能是&quot;works as advertised&quot;如宣傳的那般好用，適用於各種實戰狀況，那軟體必然會轟動，使用者一定會愛用。Motion Inertia又是另一個例子。&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;[更多文章]&lt;/b&gt;&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;https://hammerbchen.blogspot.com/2026/03/excire-foto-aesthetics.html&quot;&gt;Excire Foto - Aesthetics 圖片的美學等級與參數自動化&lt;/a&gt;&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;https://hammerbchen.blogspot.com/2025/05/ocean-shader-and-mesh_21.html&quot;&gt;Ocean shader and mesh 海洋製作材質筆記(二)&lt;/a&gt;&lt;/p&gt;</description><link>http://hammerbchen.blogspot.com/2026/03/phoenix-fd-liquid-simulator-rotational.html</link><author>noreply@blogger.com (hammerbchen)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFL497W_a2HcXYcQrazIOe5DVGV6XayMohOdnegjkXc4ot8BA_0FR1bxaYcduzjO01rfnJYzjcQ1u8LWXeYni4eD4LbQktDlnC9W8FB7S61YHa5l-EL-67KI3zuWOrssDByBraDY7JCa-c3tiy0f5VeiigFXWfHuzVupxenETam6pR4ocX2eCA/s72-w640-h360-c/PhoenixFD_liquid_simulator_yacht_inertia.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-13564035.post-6300582455526698936</guid><pubDate>Tue, 17 Mar 2026 06:07:57 +0000</pubDate><atom:updated>2026-03-19T10:44:52.102+08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">management</category><title>從Linkedin或Glassdoor得到企業的真實評價</title><description>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpbK74qDIZV1EikiYWppa7Dp-b9D2O4qLeBHhyphenhyphenNeDTmGcqC97HNXuk0Yh2g6D3AWMhLlgm7NbAAGdawjt1cStUKSFVeMw8RkOd52B1r47LFUN2ooJEsPJrMG7Z7G86_Tu-uZaI3KOJ7KS_rRDVDV5AXz3jh19edUnTkUTXchxZ5GPW8ns9oUOz/s1615/Glassdoor_review.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;734&quot; data-original-width=&quot;1615&quot; height=&quot;290&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpbK74qDIZV1EikiYWppa7Dp-b9D2O4qLeBHhyphenhyphenNeDTmGcqC97HNXuk0Yh2g6D3AWMhLlgm7NbAAGdawjt1cStUKSFVeMw8RkOd52B1r47LFUN2ooJEsPJrMG7Z7G86_Tu-uZaI3KOJ7KS_rRDVDV5AXz3jh19edUnTkUTXchxZ5GPW8ns9oUOz/w640-h290/Glassdoor_review.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;p&gt;約莫兩年前，我經歷了一場風暴。這場風暴已經過了，但是我記憶猶新。在那時候我如果到Linkedin去看前東家CEO的頁面，我看到都想吐了，他只要發一篇文，底下都是在拍馬屁的; 但是那位CEO剛上位時，其實我對他的印象還蠻好的，只能說我看走眼。&lt;/p&gt;&lt;p&gt;就好像在Google Map上面留下餐廳評論那樣，一家新開的餐廳你印象不錯想去吃吃看，實際去吃過之後發現真的太爛，決定留下一星負評並留下自己的評論。訂房網也是，你可以在Booking上面留下你對某間旅館的看法。&lt;/p&gt;&lt;p&gt;相反地，在Linkedin上面，你可以留下對一間公司的評價嗎? 你可以review你曾經一起工作過的主管嗎? 你只能讓主管或是對你留下評語，反向的，建設性的評論幾乎找不到。因此，Linkedin變成一個以資方為主的人力市場，你根本不知道一間曾經光鮮亮麗，得過奧斯卡大獎的公司現在到底變成怎樣了。難道，只能讓老闆選人，人才不能選公司嗎?&lt;/p&gt;&lt;p&gt;還好，有個網站叫做&lt;a href=&quot;https://www.glassdoor.com/&quot;&gt;Glassdoor&lt;/a&gt;，裡面可以讓你對某家公司寫它的優點，缺點，對管理層的建議，還有你是否會跟朋友推薦某家公司。就跟Google Map的餐廳評鑑一樣，Glassdoor上面也是有雇主派人去洗版，留下他們公司很好的review，因此，我建議您先去看某某公司的負評。看看它是怎樣描述該公司的狀況，看看其他人怎樣說。就跟Amazon上面賣的商品一樣，仔細看看大家對某某產品的描述，從一顆星開始往上看，漸漸地，你就能建構出該公司的樣貌。&lt;/p&gt;&lt;p&gt;我從另外一個角度來看Glassdoor的負評，其實這些負評反而是讓某公司改進的機會，只要負評不是惡意的，虛假的。就一家有問題的公司來說，好的人走了，不論是被氣走的或是被趕走的，留下來必然有許多很會搞公司內部政治的，只會拍馬屁的廢物，會說主管或是CEO好話的人&amp;nbsp;(當然，我相信還是會有好人)，這反而變成一種惡性循環。有Glassdoor上面真誠的feedback才是公司改變體質的契機。&lt;b&gt;對於那些高薪請來替一家快要倒閉的公司救火的新CEO來說，你該看的就是Glassdoor上對貴公司上面的一條條負評。&lt;/b&gt;&lt;/p&gt;</description><link>http://hammerbchen.blogspot.com/2026/03/linkedin-or-glassdoor-for-real-comments.html</link><author>noreply@blogger.com (hammerbchen)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpbK74qDIZV1EikiYWppa7Dp-b9D2O4qLeBHhyphenhyphenNeDTmGcqC97HNXuk0Yh2g6D3AWMhLlgm7NbAAGdawjt1cStUKSFVeMw8RkOd52B1r47LFUN2ooJEsPJrMG7Z7G86_Tu-uZaI3KOJ7KS_rRDVDV5AXz3jh19edUnTkUTXchxZ5GPW8ns9oUOz/s72-w640-h290-c/Glassdoor_review.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-13564035.post-2955092103941288784</guid><pubDate>Tue, 17 Mar 2026 01:25:00 +0000</pubDate><atom:updated>2026-03-17T09:27:21.623+08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">management</category><category domain="http://www.blogger.com/atom/ns#">PhoenixFD</category><title>Phoenix FD 重置粒子的位置</title><description>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBfGEXt3QJ8O-x7zA11gu0WATcQd6AlgY5x3OAD4UdKA_LS6y8bnIkKi9R0GJU95JdW7ZvxBq7Hy18o0wWltt0emkw7HGfnxdXWhm_QaEbzaZ8qjDNJ2sdO_Y5S9S8E3y0jNskpKqb8t8V8r03JOJzm4-iej55Z-A7PmLNlSfq16rxBgcvDkkP/s1467/PhoenixFD_Foam_Splash_particles_02.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;1037&quot; data-original-width=&quot;1467&quot; height=&quot;452&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBfGEXt3QJ8O-x7zA11gu0WATcQd6AlgY5x3OAD4UdKA_LS6y8bnIkKi9R0GJU95JdW7ZvxBq7Hy18o0wWltt0emkw7HGfnxdXWhm_QaEbzaZ8qjDNJ2sdO_Y5S9S8E3y0jNskpKqb8t8V8r03JOJzm4-iej55Z-A7PmLNlSfq16rxBgcvDkkP/w640-h452/PhoenixFD_Foam_Splash_particles_02.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;p&gt;產生asset跟單純算圖不同，asset會要求其pivot都是在(0, 0, 0)。畢竟希望給客戶乾淨的操作環境。&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8wtaxyfdxN57SWieP_3HSS1V4qp9wSceqVyV6ezft3eKU_FGil1qAbg_LU6mF__1Z5WTe-H3aZdplo73o6c-1Jcs2bYCB4FtPeWrfcqwLNvhWfREOWPWXKH4uHKR03GNZRaT2EZ023Jzyimvvu3-Z_RoV0TQso_v5DE8jzGII_JhyphenhyphenkAQoRyWG/s987/PhoenixFD_Foam_Splash_particles.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;917&quot; data-original-width=&quot;987&quot; height=&quot;594&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8wtaxyfdxN57SWieP_3HSS1V4qp9wSceqVyV6ezft3eKU_FGil1qAbg_LU6mF__1Z5WTe-H3aZdplo73o6c-1Jcs2bYCB4FtPeWrfcqwLNvhWfREOWPWXKH4uHKR03GNZRaT2EZ023Jzyimvvu3-Z_RoV0TQso_v5DE8jzGII_JhyphenhyphenkAQoRyWG/w640-h594/PhoenixFD_Foam_Splash_particles.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;p&gt;有時候在設置場景時，會經過好幾次的修改，Phoenix FD的Simulator可能就不在(0, 0, 0)的位置。如果你去修正 ，會發現Foam與Splash particles的位置仍然還在舊的pivot。&lt;/p&gt;&lt;p&gt;這時候要把先刪掉這兩個Particles，然後在Simulator裡面的Enable Foam，Enable Splash選項取消勾選，然後再次Enable，強制讓它更新pivot的位置。&lt;/p&gt;&lt;p&gt;我覺得這是無傷大雅的bug，只是需要手動更新一下。從另一個角度來看，&lt;b&gt;一套軟體開發的過程，一定是把主功能，主架構寫出來，才會慢慢把這些實際操作時才會發現的小問題修掉&lt;/b&gt;。這倒不見得是程式設計師的錯，因為一開始很難關注到這些細枝末節。所以一般來說在大型studio在執行專案的時候不會輕易地更新軟體，畢竟你不知道新軟體，新版本是否帶了某些新的小bug。&lt;/p&gt;&lt;p&gt;也不是說追新軟體就一定是錯，早用早享受，但也要承擔風險。&lt;/p&gt;&lt;p&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;[相關文章]&lt;/b&gt;&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;https://hammerbchen.blogspot.com/2026/03/phoenix-fd-with-v-shape-stern-wake.html&quot;&gt;Phoenix FD with V-shape stern wake 船尾波的製作技巧&lt;/a&gt;&lt;/p&gt;</description><link>http://hammerbchen.blogspot.com/2026/03/phoenix-fd-reset-pivot-for-foam-splash.html</link><author>noreply@blogger.com (hammerbchen)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBfGEXt3QJ8O-x7zA11gu0WATcQd6AlgY5x3OAD4UdKA_LS6y8bnIkKi9R0GJU95JdW7ZvxBq7Hy18o0wWltt0emkw7HGfnxdXWhm_QaEbzaZ8qjDNJ2sdO_Y5S9S8E3y0jNskpKqb8t8V8r03JOJzm4-iej55Z-A7PmLNlSfq16rxBgcvDkkP/s72-w640-h452-c/PhoenixFD_Foam_Splash_particles_02.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-13564035.post-6421648548328202291</guid><pubDate>Fri, 13 Mar 2026 12:36:00 +0000</pubDate><atom:updated>2026-04-02T17:21:37.825+08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">consciousness</category><category domain="http://www.blogger.com/atom/ns#">Hemi-sync</category><title>Eiheiji永平寺の般若心経誦經觸發意識改變</title><description>&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;iframe allowfullscreen=&quot;&quot; class=&quot;BLOG_video_class&quot; height=&quot;600&quot; src=&quot;https://www.youtube.com/embed/taLRuUcSDDE&quot; width=&quot;800&quot; youtube-src-id=&quot;taLRuUcSDDE&quot;&gt;&lt;/iframe&gt;&lt;/div&gt;永平寺據說是賈伯斯 (Steve Jobs)生前最喜歡的寺廟。永平寺の般若心経誦經很厲害。人腦有一個特性是會跟隨聽到的頻率，稱之為頻率追隨反應 (Frequency following response)。而日本禪宗誦經有很強烈的胸腔共鳴，有很多長音 + 鼻音 + 低頻。這跟美國的The Monroe Institute - Hemi Sync當中的Resonant Tuning十分接近。&lt;p&gt;&lt;/p&gt;&lt;p&gt;如果很多和尚一起誦經，會產生Acoustic beating（聲音拍頻），這又跟Hemi Sync的binaural beats很像，結果都是很容易讓聽的人的腦波進入theta，alpha波。日本曹洞宗（永平寺系統）非常重視：聲音共振，呼吸節奏，集體同步，而像永平寺的誦經節奏通常是每秒約 4–7 次音節，正好落在：Theta brainwave（4–8 Hz），這和冥想、催眠、Hemi Sync Gateway 的狀態很接近。&lt;/p&gt;&lt;p&gt;因此很容易聽著聽著就進入Trance（出神/恍惚）的狀態。也就是意識的改變。說的誇張一點或是通俗一點就是進入通靈或是神通的狀態。&lt;/p&gt;&lt;p&gt;古代的修行雖然沒有腦波這個概念，但是修行方法其實已經在做類似Hemi Sync的事情。因此我們不能看到傳統的東西就立即說這一定時迷信，然後就丟掉這個傳統。&lt;/p&gt;&lt;p&gt;有些人甚至會說：&lt;/p&gt;&lt;p&gt;&lt;/p&gt;&lt;ul style=&quot;text-align: left;&quot;&gt;&lt;li&gt;Hemi-Sync 是 工程化的冥想工具&lt;/li&gt;&lt;li&gt;禪寺誦經是 幾百年演化的聲音冥想技術&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;&lt;/p&gt;&lt;p&gt;兩者目的其實很接近。&lt;/p&gt;</description><link>http://hammerbchen.blogspot.com/2026/03/eiheiji-and-hemi-sync.html</link><author>noreply@blogger.com (hammerbchen)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://img.youtube.com/vi/taLRuUcSDDE/default.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-13564035.post-8907043336779686032</guid><pubDate>Fri, 13 Mar 2026 12:13:00 +0000</pubDate><atom:updated>2026-03-13T20:18:13.549+08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3dsmax</category><category domain="http://www.blogger.com/atom/ns#">PhoenixFD</category><title>Conform modifier - collision proxy 快速產生碰撞體</title><description>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNRoGslyCbmP_3maMGnhfXrA-laUkReqPI3lhS5OpvHkwjooRVYlSRk666WnTeYr9xnsQrA48Ep-KleSUdLrqWemiRoAtfx8ztier1SGLDueQ6WiQ2WDpkPm3LiGNiSYMsuBBRKT1Q3fLCXnPKWi7rJwh2C8ysR0TwVmuXPByj49SffqZq-ROw/s1420/Conform_modifier_3dsmax_fluid_sim_proxy-01.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;1037&quot; data-original-width=&quot;1420&quot; height=&quot;468&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNRoGslyCbmP_3maMGnhfXrA-laUkReqPI3lhS5OpvHkwjooRVYlSRk666WnTeYr9xnsQrA48Ep-KleSUdLrqWemiRoAtfx8ztier1SGLDueQ6WiQ2WDpkPm3LiGNiSYMsuBBRKT1Q3fLCXnPKWi7rJwh2C8ysR0TwVmuXPByj49SffqZq-ROw/w640-h468/Conform_modifier_3dsmax_fluid_sim_proxy-01.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;p&gt;在進行流體模擬時，使用的模型最好是封閉的(water-tight)的幾何體。但常常我們拿到的模型只是針對算圖好看，但卻很少是針對模擬所建模出來的，因此FX Artist必須花時間整理模型。&lt;/p&gt;&lt;p&gt;如果時間不夠的話這裡介紹一種快速方法 - Conform Modifier。&lt;/p&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjy23ursiOYgYLjs0QvaqZQAj4OHPRz-kFFyKzuzEdVx9FqpVzPNCXB8TcZrJ8QrKbi2lWka-e19EyUxefZnMgE4PxFqlMr5IHikFuoEEoADaPwh6GA0FdaZag4QHnuoETuPEUZHKPQGens3iWKaBxM_O0eNuq86skVNd-B6TlWW-Y2dlBubfUf/s1710/Conform_modifier_3dsmax_fluid_sim_proxy-02.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;770&quot; data-original-width=&quot;1710&quot; height=&quot;288&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjy23ursiOYgYLjs0QvaqZQAj4OHPRz-kFFyKzuzEdVx9FqpVzPNCXB8TcZrJ8QrKbi2lWka-e19EyUxefZnMgE4PxFqlMr5IHikFuoEEoADaPwh6GA0FdaZag4QHnuoETuPEUZHKPQGens3iWKaBxM_O0eNuq86skVNd-B6TlWW-Y2dlBubfUf/w640-h288/Conform_modifier_3dsmax_fluid_sim_proxy-02.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;首先，先拉出一個能夠把鐵達尼號包起來的幾何體，以本例來說是Capsule&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZ6GX2MhRwfwLb77CmmBuWbSTaE8TGBvn6cngZdJYfdZx6XmRpPSfdfDPEGt96G-s-_MgCrRqTo1yTZ82jfiC4v8FFbyUud6HORZT2Hc2_uCGanP3OYkP7s9jCIjo_8xybtv9_yyyX09gY1TH8LVBg8N39J9dttCNQKPlKbO7YhtveuOWaLw2s/s1952/Conform_modifier_3dsmax_fluid_sim_proxy-03.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;878&quot; data-original-width=&quot;1952&quot; height=&quot;288&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZ6GX2MhRwfwLb77CmmBuWbSTaE8TGBvn6cngZdJYfdZx6XmRpPSfdfDPEGt96G-s-_MgCrRqTo1yTZ82jfiC4v8FFbyUud6HORZT2Hc2_uCGanP3OYkP7s9jCIjo_8xybtv9_yyyX09gY1TH8LVBg8N39J9dttCNQKPlKbO7YhtveuOWaLw2s/w640-h288/Conform_modifier_3dsmax_fluid_sim_proxy-03.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;然後在Capsule上套用Conform Modifier，Method選Shrink Wrap，Direction選Closest point。這樣碰撞體就完成了，雖然不完美但是可以用在液體流體模擬上，簡單又快速。&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;[相關資訊]&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;https://hammerbchen.blogspot.com/2026/03/maxscript-select-by-measuring.html&quot;&gt;Maxscript: Select By Measuring 根據體積來選取物件&lt;/a&gt;&lt;/div&gt;</description><link>http://hammerbchen.blogspot.com/2026/03/conform-modifier-quick-and-dirdy.html</link><author>noreply@blogger.com (hammerbchen)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNRoGslyCbmP_3maMGnhfXrA-laUkReqPI3lhS5OpvHkwjooRVYlSRk666WnTeYr9xnsQrA48Ep-KleSUdLrqWemiRoAtfx8ztier1SGLDueQ6WiQ2WDpkPm3LiGNiSYMsuBBRKT1Q3fLCXnPKWi7rJwh2C8ysR0TwVmuXPByj49SffqZq-ROw/s72-w640-h468-c/Conform_modifier_3dsmax_fluid_sim_proxy-01.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-13564035.post-4727334206049670856</guid><pubDate>Thu, 12 Mar 2026 05:38:00 +0000</pubDate><atom:updated>2026-03-12T13:39:34.535+08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">management</category><category domain="http://www.blogger.com/atom/ns#">sales</category><title>Excire Foto - Aesthetics 圖片的美學等級與參數自動化</title><description>&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiuWkHe5Do9_WEgnzkoIaFqrPPJhqB-DvDnbJSpoGo80BUfaItx-S_I3Uh0RHxHdJ6rl2-SPlaM8ZWW8Yp5ncgOWa__UtUCzqOwK_mnWAzgnzOz8T9PTffCkWXWt3kK8ayassFm2Nd4xKkWbiUbo-9W4X9vx8rKhm2FQyPXUesLr9IO7u_7rSIU/s2232/Excire%20Foto%20-%20Aesthetics-01.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;1216&quot; data-original-width=&quot;2232&quot; height=&quot;348&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiuWkHe5Do9_WEgnzkoIaFqrPPJhqB-DvDnbJSpoGo80BUfaItx-S_I3Uh0RHxHdJ6rl2-SPlaM8ZWW8Yp5ncgOWa__UtUCzqOwK_mnWAzgnzOz8T9PTffCkWXWt3kK8ayassFm2Nd4xKkWbiUbo-9W4X9vx8rKhm2FQyPXUesLr9IO7u_7rSIU/w640-h348/Excire%20Foto%20-%20Aesthetics-01.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;今天想來談談&lt;a href=&quot;https://excire.com/&quot;&gt;Excire Foto &lt;/a&gt;這套德國圖片管理軟體。Exicre Foto有個很方便的功能就是會辨識圖片然後自動分類，它有預先設置好的關鍵字，例如Vehicle - Airplane...。這個軟體對我拿來整理參考圖時很方便。可以快速地撈到我要的reference。&lt;p&gt;&lt;/p&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfWfq7p0mNDYnMsfnMWYL6SK0k3ZNhzNT3yDJf2fM-Hl3q0W7a-QakuB1rI3LwGIXiZDTk1dQ3x9MiZ2MKjhyphenhyphenWcPXaVIyb5yebvQmC7Rd1_nB72XQ6l4IwVqdLBjb4zUQ_GSpdbmW6iOoA5QIbZcEaVUO1bViKVqlSE7o_mKgwUj1Gsl2St99_/s1579/Excire%20Foto%20-%20keywords.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;1026&quot; data-original-width=&quot;1579&quot; height=&quot;416&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfWfq7p0mNDYnMsfnMWYL6SK0k3ZNhzNT3yDJf2fM-Hl3q0W7a-QakuB1rI3LwGIXiZDTk1dQ3x9MiZ2MKjhyphenhyphenWcPXaVIyb5yebvQmC7Rd1_nB72XQ6l4IwVqdLBjb4zUQ_GSpdbmW6iOoA5QIbZcEaVUO1bViKVqlSE7o_mKgwUj1Gsl2St99_/w640-h416/Excire%20Foto%20-%20keywords.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;Excire Foto還有另一個功能叫做sort by Aesthetics，根據美感來分類。聽起來很厲害對嗎?&amp;nbsp; 其實這個Aesthetics的美感只能做到6-7成 (跟人類相比)，無法做到完全地自動化。&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;所以我這篇其實不是要講Excire Foto，我想說的是一家軟體功能要推出某某功能，如果真的像宣傳那樣好用，用英文來說就是&quot;works as advertised&quot;，那必然這套軟體會轟動，必定會大賣。&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;然而，絕大部分的情況，很多軟體公司宣傳的功能只能達到宣稱的6成，有些時候甚至完全沒用也是會發生的。說算圖不會閃爍，是絕對不會閃爍嗎? 是solid rock no flickering?說可以multi-thread，就真的所有功能都多線程嗎?&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;回到sort by Aesthetics這個功能來看，如果真的能做到，那不得了，可以做很多事。3D Artist很多情況是在不同版本間找到最好看的結果。如果軟體本身能判斷一張圖的Aesthetics，那麼就可以做到自動化，你可以產生100個版本，你可以用Phoenix FD跑不同的Dynamics設置，最終用軟體判斷哪個圖片好看，就可以達到自動化調整參數的能力。&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;或許以後，會出現某個按鈕 &quot;Adjust parameters automatically&quot;，等一個晚上或幾個小時，就得到你最想要的那個最佳化參數!&lt;/div&gt;&lt;/div&gt;</description><link>http://hammerbchen.blogspot.com/2026/03/excire-foto-aesthetics.html</link><author>noreply@blogger.com (hammerbchen)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiuWkHe5Do9_WEgnzkoIaFqrPPJhqB-DvDnbJSpoGo80BUfaItx-S_I3Uh0RHxHdJ6rl2-SPlaM8ZWW8Yp5ncgOWa__UtUCzqOwK_mnWAzgnzOz8T9PTffCkWXWt3kK8ayassFm2Nd4xKkWbiUbo-9W4X9vx8rKhm2FQyPXUesLr9IO7u_7rSIU/s72-w640-h348-c/Excire%20Foto%20-%20Aesthetics-01.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-13564035.post-5017498068105168592</guid><pubDate>Mon, 09 Mar 2026 08:48:00 +0000</pubDate><atom:updated>2026-03-09T16:48:15.976+08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">PhoenixFD</category><title>Phoenix FD with V-shape stern wake 船尾波的製作技巧</title><description>&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSefDYEwnMs6smW-afPejLfTcVVw5URVRNFy3au_eHQ3SzA7Ba3QH4DAyGTs4tS3Zwu9Jx4Ry-MiPm400pxOLmfi6yJF9NSvNUyZqPRgMEx06worf8aFW-N_kdS0l_7YHc5sITNJHkZfHD8U2CtSoIfCSB23J69YK8YTTQj4t2kGR28lQr8c7-/s1467/PhoenixFD_stern%20wake_tutorial.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;1037&quot; data-original-width=&quot;1467&quot; height=&quot;452&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSefDYEwnMs6smW-afPejLfTcVVw5URVRNFy3au_eHQ3SzA7Ba3QH4DAyGTs4tS3Zwu9Jx4Ry-MiPm400pxOLmfi6yJF9NSvNUyZqPRgMEx06worf8aFW-N_kdS0l_7YHc5sITNJHkZfHD8U2CtSoIfCSB23J69YK8YTTQj4t2kGR28lQr8c7-/w640-h452/PhoenixFD_stern%20wake_tutorial.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;這篇要來分享一個之前有個客戶問的問題，就是遊艇後方的V-型波，或稱為stern wake。中文可以譯作船尾波。 一般船在航行時會產生兩個波，前方的叫做bow wave 船首波，後方叫船尾波。&lt;p&gt;&lt;/p&gt;&lt;p&gt;預設的情況下，船首波很容易產生，把船的模型丟到場景裡，跑Phoenix FD Liquid sim，就自然會產生bow wave。要產生stern wake則需要多做一件事。&lt;/p&gt;&lt;p&gt;我們就不講背後的科學原理，直接講操作技巧。要在船後方螺旋槳的位置放一個box，然後從那個box噴出水。也就是說把那個box當成liquid source。&lt;/p&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEil6BLk9mwXbQo6VOxRzjoQxfkEBqa7pwkySxoFis6NimZpsmNEM_67sYqI88s4QolB74GI6uSWuwwAZB1rLWZ815wIN-ma7EDysDbe_e8apidZz9fYBk8iDlhLZFgOR8DC57GuqzPjLjyFyzcPDhaljIxSo50ReT11umPlK7yl-koqwbJZt-Aw/s1467/PhoenixFD_stern%20wake_tutorial_01.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;1037&quot; data-original-width=&quot;1467&quot; height=&quot;452&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEil6BLk9mwXbQo6VOxRzjoQxfkEBqa7pwkySxoFis6NimZpsmNEM_67sYqI88s4QolB74GI6uSWuwwAZB1rLWZ815wIN-ma7EDysDbe_e8apidZz9fYBk8iDlhLZFgOR8DC57GuqzPjLjyFyzcPDhaljIxSo50ReT11umPlK7yl-koqwbJZt-Aw/w640-h452/PhoenixFD_stern%20wake_tutorial_01.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;像這樣，因為這艘船是雙引擎，所以我放了兩個Box。選取那兩個面設置其face ID，使液體只從這兩個面噴出來。&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfKEGaJxqJpkbmrCG3R_oosAkM4wUFpUlkLoosDOErVSkmyDmWrEvw-UNxk8Bn82EVLeU2pcEIXRIfNAsMTHubpPsrmPg9DcQDEI3S_-yQFxngSMxvER1oFImm-de0tGC0agwbmvfd8UjxNsp224peXxJKv0MVUU138UIXt0i3DF5EyHYz5IAf/s1467/PhoenixFD_stern%20wake_tutorial_02.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;1037&quot; data-original-width=&quot;1467&quot; height=&quot;452&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfKEGaJxqJpkbmrCG3R_oosAkM4wUFpUlkLoosDOErVSkmyDmWrEvw-UNxk8Bn82EVLeU2pcEIXRIfNAsMTHubpPsrmPg9DcQDEI3S_-yQFxngSMxvER1oFImm-de0tGC0agwbmvfd8UjxNsp224peXxJKv0MVUU138UIXt0i3DF5EyHYz5IAf/w640-h452/PhoenixFD_stern%20wake_tutorial_02.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;這裡有個重點，就是那個box要稍微朝上，這樣液體射出時，會往上然後落下水面，會很自然地產生船尾波。&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDD3LIeXbm6oHHK-NVpaeNJWyu8qsV5w-rlWe8THsk9ERNS1cinmrQp5tFaWRJ15tg9000ZqG47z0qt2ZMAl5gRcHMMBr2ltnMNt2NbBF7hY3RFREIqOUqPMM3YPmIaqLkI8uSwIhLCKbPs-F8qkQj0niBGXAVHNxgUf6YZv7KfGldoXOAOqnD/s1467/PhoenixFD_stern%20wake_tutorial_03.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;1037&quot; data-original-width=&quot;1467&quot; height=&quot;452&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDD3LIeXbm6oHHK-NVpaeNJWyu8qsV5w-rlWe8THsk9ERNS1cinmrQp5tFaWRJ15tg9000ZqG47z0qt2ZMAl5gRcHMMBr2ltnMNt2NbBF7hY3RFREIqOUqPMM3YPmIaqLkI8uSwIhLCKbPs-F8qkQj0niBGXAVHNxgUf6YZv7KfGldoXOAOqnD/w640-h452/PhoenixFD_stern%20wake_tutorial_03.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;像這樣，就會產生你要的V-Shape stern wake。船尾波的形狀跟船速，船的大小還有船在水下的深度都有關係。&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;[相關影片]&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=wVmnebfsENs&quot;&gt;Boat Wakes by McKellar Miscellany&lt;/a&gt;&lt;/div&gt;</description><link>http://hammerbchen.blogspot.com/2026/03/phoenix-fd-with-v-shape-stern-wake.html</link><author>noreply@blogger.com (hammerbchen)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSefDYEwnMs6smW-afPejLfTcVVw5URVRNFy3au_eHQ3SzA7Ba3QH4DAyGTs4tS3Zwu9Jx4Ry-MiPm400pxOLmfi6yJF9NSvNUyZqPRgMEx06worf8aFW-N_kdS0l_7YHc5sITNJHkZfHD8U2CtSoIfCSB23J69YK8YTTQj4t2kGR28lQr8c7-/s72-w640-h452-c/PhoenixFD_stern%20wake_tutorial.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-13564035.post-3565615581365714995</guid><pubDate>Sat, 07 Mar 2026 11:36:00 +0000</pubDate><atom:updated>2026-03-07T20:44:57.021+08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3dsmax</category><category domain="http://www.blogger.com/atom/ns#">tyflow</category><title>Torque，RedefineFX tyflow VFX課程的建議</title><description>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeu1nVQ9wNbJEU4pR1iUHzE8bQK-TBZcVma7pH_Z27nZ6elei5RpWoLDheVicb4N_81aTqhvGaxWxsV-615OL5vIGOFwfi1YX-B93znQMb5RGPJyXNpS4qeOciE8HvYvkbpacgxmhe97YlV1ChmtnG6Qs46Ttt2Yyk1KFNsdNMXxTiPcFG3SOa/s1154/Torque_tyflow_redefineFX_videotutorial.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;793&quot; data-original-width=&quot;1154&quot; height=&quot;440&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeu1nVQ9wNbJEU4pR1iUHzE8bQK-TBZcVma7pH_Z27nZ6elei5RpWoLDheVicb4N_81aTqhvGaxWxsV-615OL5vIGOFwfi1YX-B93znQMb5RGPJyXNpS4qeOciE8HvYvkbpacgxmhe97YlV1ChmtnG6Qs46Ttt2Yyk1KFNsdNMXxTiPcFG3SOa/w640-h440/Torque_tyflow_redefineFX_videotutorial.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;p&gt;這篇我想來談談什麼是好的video tutorial。我就直說好了，&lt;b&gt;能夠讓你在最短的時間內學到需要的技巧就是好的教學影片。&lt;/b&gt;甚至就目的性而言，我覺得重點在於提供場景檔，然後稍微解釋一下這個場景檔怎麼用，怎麼置換成你的模型(可能是一艘船或是一隻怪獸)，這樣就夠了。&lt;/p&gt;&lt;p&gt;不需要落落長的解釋所有細枝末節的東西，畢竟那些東西用戶自己慢慢消化就可以了。過度地想把所有的細節都解釋到，反而讓學生沒辦法學到關鍵的技巧。&lt;/p&gt;&lt;p&gt;我想舉的例子就是&lt;a href=&quot;https://redefinefx.com/torque/&quot;&gt;RedefineFX的Torque教學影片課程&lt;/a&gt;。這個教學很棒，用接近接案的實際範例來說明如何使用tyflow，講破碎，剛體，柔體，還有如何用Phoenix FD做煙霧爆破等。好萊塢式飛車追逐，直升機墜毀，很多技巧都有詳細說明。&lt;/p&gt;&lt;p&gt;但我想說的是，總時數太長了! 或許這是商業策略，好像讓購買課程的人會覺得俗又大碗，一大包的課程，有好幾小時可以學到所有技巧。&lt;/p&gt;&lt;p&gt;但如果你真的照個課程學習，你會發現很多部分是重複一樣的操作，一樣的技巧一再地講述。就當今的世界多種可以讓你分心的，資訊爆炸的時代，這樣做很難達到教學的效果。你講得再多，學生不見得都能，或是願意好好消化。&lt;/p&gt;&lt;p&gt;我覺得好的教學應該事先講大綱，然後操作點到為止，細枝末節不要講太多。當然，很多實戰的重點就在於修BUG，Torque這套課程裏面有很多部分在教你如何面對問題時要如何修正，這是很珍貴的。&lt;/p&gt;&lt;p&gt;我會更希望這樣的課程能濃縮這好幾個小時的教學影片濃縮到60-80分鐘，加上範例檔，會讓整個學習更有效率些。&lt;/p&gt;&lt;p&gt;&lt;b&gt;[更多文章]&lt;/b&gt;&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;https://hammerbchen.blogspot.com/2025/04/tyflow-surface-test-distance.html&quot;&gt;Tyflow - Surface Test (Distance) 根據距離觸發事件&lt;/a&gt;&lt;/p&gt;</description><link>http://hammerbchen.blogspot.com/2026/03/torqueredefinefx-tyflow-vfx.html</link><author>noreply@blogger.com (hammerbchen)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeu1nVQ9wNbJEU4pR1iUHzE8bQK-TBZcVma7pH_Z27nZ6elei5RpWoLDheVicb4N_81aTqhvGaxWxsV-615OL5vIGOFwfi1YX-B93znQMb5RGPJyXNpS4qeOciE8HvYvkbpacgxmhe97YlV1ChmtnG6Qs46Ttt2Yyk1KFNsdNMXxTiPcFG3SOa/s72-w640-h440-c/Torque_tyflow_redefineFX_videotutorial.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-13564035.post-4320619946646542360</guid><pubDate>Sat, 07 Mar 2026 10:54:00 +0000</pubDate><atom:updated>2026-03-07T19:13:10.466+08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3dsmax</category><category domain="http://www.blogger.com/atom/ns#">maxscript</category><title>Maxscript: Select By Measuring 根據體積來選取物件</title><description>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0AkosqhOEk4-0aCtfg43Wqtr446rY8XA5PU9Wbtp4zME9t_Yxg3ruPj-Ui0_qvMC30MWUI2BeZ1uHgPuiLqoMclvrtGsg6StPgy73EIFBWP3e1vP_NXtmM18MtIAH-Di7bh-gCMcUtVHFotfJbPqireT7Oppea25dRwKypC39pTHPjqZmuoZ9/s1226/Maxscript_select_by_measuring.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;939&quot; data-original-width=&quot;1226&quot; height=&quot;490&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0AkosqhOEk4-0aCtfg43Wqtr446rY8XA5PU9Wbtp4zME9t_Yxg3ruPj-Ui0_qvMC30MWUI2BeZ1uHgPuiLqoMclvrtGsg6StPgy73EIFBWP3e1vP_NXtmM18MtIAH-Di7bh-gCMcUtVHFotfJbPqireT7Oppea25dRwKypC39pTHPjqZmuoZ9/w640-h490/Maxscript_select_by_measuring.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;p&gt;這篇要介紹一個免費工具 叫做&amp;nbsp;Select By Measuring，作者是Vladislav Bodyul。可以到&lt;a href=&quot;https://www.scriptspot.com/3ds-max/scripts/select-by-measuring&quot;&gt;Scriptspot&lt;/a&gt;上免費下載這套工具。&lt;/p&gt;&lt;p&gt;安裝方式: 解壓縮後，把SelectByMeasuring這個macro script拖曳到3ds max的viewport中，就安裝好了。&lt;/p&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhoRicOzmYllIob8tf7VcEQckAY5daLu5BOsMm6gjQvpYGcdJeGhT-OK3fjLRfqvU7-5DZm5mjD-QmJimM1Md_8258Hep34yVRnSCZyN2CW7ThnoON3KDnCUL6hEzk4Z-dMMNFSC0eaeEUFZkH8AATFKhl3WF6Oi6ik-5GcYTQkfLba_eWd4hfe/s742/Maxscript_select_by_measuring_install.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;683&quot; data-original-width=&quot;742&quot; height=&quot;369&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhoRicOzmYllIob8tf7VcEQckAY5daLu5BOsMm6gjQvpYGcdJeGhT-OK3fjLRfqvU7-5DZm5mjD-QmJimM1Md_8258Hep34yVRnSCZyN2CW7ThnoON3KDnCUL6hEzk4Z-dMMNFSC0eaeEUFZkH8AATFKhl3WF6Oi6ik-5GcYTQkfLba_eWd4hfe/w400-h369/Maxscript_select_by_measuring_install.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;p&gt;但是你不知道介面在哪，請到Customize &amp;gt; Customize User Interface &amp;gt; Group: Main UI 在類別裡面找到 BodyulCG，然後自己創建新的UI Layer，把 BodyulCG的圖示拖曳過去，這樣就完成了介面。&lt;/p&gt;&lt;p&gt;怎麼用?&lt;/p&gt;&lt;p&gt;我們現在的目的是要把場景中太小的物體刪除。可以用Select by volume (根據體積來選取)，然後Condition設置Less Than(小於多少)。當然你會問我怎麼知道體積到底要設置為多少數值? 你可以先找到你認為合適的小零件，利用Fill from selection，這個工具就會根據該物件的體積或其他數值自動填入長寬高 或是體積。&lt;/p&gt;&lt;p&gt;然後再按下Select，就會根據條件選取場景中的零件。&lt;/p&gt;&lt;p&gt;這個工具很方便，很重要。尤其是當你要進行流體模擬時，比方說一艘船在海上航行。Hipoly的模型雖然算圖漂亮，但不適合直接拿來做流體模擬。需要整理一下模型，而像航空母艦這樣的通常有大量的零件，一個一個整理太慢。如果能事先刪出微小的零件，留下大的主要的幾何體那就方便了。這個工具讓你可以根據零件的體積或是bounding box的大小來選取，可以大幅加入工作流程。&lt;/p&gt;&lt;p&gt;&lt;b&gt;[相關資訊]&lt;/b&gt;&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;https://hammerbchen.blogspot.com/2025/04/3ds-max-border-fill-maxscript.html&quot;&gt;3ds Max - Border Fill Maxscript補洞工具&lt;/a&gt;&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;https://hammerbchen.blogspot.com/2025/04/retopology-in-3ds-max.html&quot;&gt;Retopology in 3ds Max 教學影片筆記&lt;/a&gt;&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;https://hammerbchen.blogspot.com/2025/04/retopology-in-3ds-max-tips.html&quot;&gt;Retopology in 3ds Max tips實際操作技巧&lt;/a&gt;&lt;/p&gt;</description><link>http://hammerbchen.blogspot.com/2026/03/maxscript-select-by-measuring.html</link><author>noreply@blogger.com (hammerbchen)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0AkosqhOEk4-0aCtfg43Wqtr446rY8XA5PU9Wbtp4zME9t_Yxg3ruPj-Ui0_qvMC30MWUI2BeZ1uHgPuiLqoMclvrtGsg6StPgy73EIFBWP3e1vP_NXtmM18MtIAH-Di7bh-gCMcUtVHFotfJbPqireT7Oppea25dRwKypC39pTHPjqZmuoZ9/s72-w640-h490-c/Maxscript_select_by_measuring.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-13564035.post-6239750304119036987</guid><pubDate>Thu, 05 Mar 2026 13:06:00 +0000</pubDate><atom:updated>2026-03-05T21:07:05.108+08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">tyflow</category><title>tyFlow v2 ZENITH what clients want 客戶要的是什麼?</title><description>&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;iframe allowfullscreen=&quot;&quot; class=&quot;BLOG_video_class&quot; height=&quot;600&quot; src=&quot;https://www.youtube.com/embed/YNcHMUtH-EI&quot; width=&quot;800&quot; youtube-src-id=&quot;YNcHMUtH-EI&quot;&gt;&lt;/iframe&gt;&lt;/div&gt;&lt;p&gt;tyFlow 2.0發表了，這次ZENITH增加了許多跟流體 (煙霧，火焰)有關的新功能。要恭喜背後努力開發的程式設計師，尤其是Svetlin。努力不懈地帶給3ds Max用戶以直以來夢想的功能。儘管目前還沒有液體，海洋等關於水的模擬功能，但相信不久的未來我們能看到夢想實現。軟體開發是一條辛苦的路，相信還會遇到各種問題，但這絕對是好的開始~&lt;/p&gt;&lt;p&gt;&lt;/p&gt;&lt;div&gt;這篇要寫的不是軟體使用心得，我也還沒開始試用新的tyFlow。我想說的是，是廠商或是開發商要推出客戶要的東西，而不是問&quot;客戶到底要什麼&quot;，絕對不是顛倒過來。既然你是廠商或你要推出產品，你就必須要對市場有一定的認識，才會訂出軟體開發的方向。因此，只要看到軟體商推出問卷: 你認為下一版的軟體你最希望推出怎樣的功能時，我就會打從內心看不起該公司。難道客戶要什麼還需要你再問客戶嗎? 這幾年來，3ds Max用戶抱怨的bug，要求的新功能 - 比方說流體運算，每年都問，每年都要，廠商難道到不知道? 這些歷年來要求的功能都講到爛了~&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;只有那些新上台的，不專業，沒能力的c-levels主管才會推出問卷問客戶 &quot;你們最想要什麼新功能&quot;。我講白了，這只是顯示這些大頭主管的無能罷了，你們沒有能力領導，開發出客戶最想要的功能，才會裝傻推出那些問卷。&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;講白一點，客戶最想要的功能就在那裡，像一座山一樣，市場上所有的人都看得到。不要再裝傻了。一旦你真的推出一個客戶要的功能，而且這個功能沒有bug，是穩定的，絕對會有一大多人支持你。客戶就會口耳相傳買單。&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;還有客戶最想修好的bug，也是好幾年爛在那裡沒有修，爛好幾年了你還在裝不知道客戶到底要蛇小? 是把用戶當成白癡嗎?&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;</description><link>http://hammerbchen.blogspot.com/2026/03/tyflow-v2-and-zenith-what-clients-want.html</link><author>noreply@blogger.com (hammerbchen)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://img.youtube.com/vi/YNcHMUtH-EI/default.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-13564035.post-7024143246254259377</guid><pubDate>Mon, 19 Jan 2026 13:18:00 +0000</pubDate><atom:updated>2026-01-19T21:22:53.707+08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">V-Ray</category><title>V-Ray Graduated Filter 製作漸層天空的教學</title><description>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5dhawiJSld2mj8ZNGPGR7SK7f9CmuY3R0DFW0NguOukjn88-tNNk8D4g3cG7VYJNbySemT9eslrHcdj2rWRQiF6Jfv5MhUM03miua5bt7MZGNP9X5XUlnS4Bh-s35sY65dw8NG5uMTfg2mPtrWSxmNPYkYAn3fpyKt5lLszBHduAsXE3un5b4/s2048/F-14-VRay_sky_Graduated%20Filter.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;2048&quot; data-original-width=&quot;1536&quot; height=&quot;640&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5dhawiJSld2mj8ZNGPGR7SK7f9CmuY3R0DFW0NguOukjn88-tNNk8D4g3cG7VYJNbySemT9eslrHcdj2rWRQiF6Jfv5MhUM03miua5bt7MZGNP9X5XUlnS4Bh-s35sY65dw8NG5uMTfg2mPtrWSxmNPYkYAn3fpyKt5lLszBHduAsXE3un5b4/w480-h640/F-14-VRay_sky_Graduated%20Filter.jpg&quot; width=&quot;480&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;p&gt;這篇想來講講製作漸層天空的方法。像這樣如果你要渲染天空但是要有漸層感? 有玩單眼的應該會知道加一層漸層濾鏡就行。&lt;/p&gt;&lt;p&gt;那在V-Ray裡面要怎樣做呢? 很簡單。在場景中拉好 V-Ray Sun後，會自動在Enviromnet中添加V-Ray Sky的貼圖。這時候我們要做的是合成另外一張gradient map與vraysky合成。&lt;/p&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjB-5WCcLBOSKhMmidpP3obZvSf7pm0Q4ryyBOSTZpvqVi4xc4ZpL2MF5YE1BrYoOr2arX6CvNmYqE3t85FpclyiYPaYmxkGg8GuN_7xjcQGbjwR60wvfQnpAcCcIAZfmKMcaQGCjIScXIY91rwvCvwiN06KGF1uSadjnNTIQSdUKDXwWrjaRQb/s368/VRay_sky_comptex.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;127&quot; data-original-width=&quot;368&quot; height=&quot;138&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjB-5WCcLBOSKhMmidpP3obZvSf7pm0Q4ryyBOSTZpvqVi4xc4ZpL2MF5YE1BrYoOr2arX6CvNmYqE3t85FpclyiYPaYmxkGg8GuN_7xjcQGbjwR60wvfQnpAcCcIAZfmKMcaQGCjIScXIY91rwvCvwiN06KGF1uSadjnNTIQSdUKDXwWrjaRQb/w400-h138/VRay_sky_comptex.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;p&gt;合成是使用VRayCompTex。Source A是VRaySky，Source B是Gradient Ramp。&lt;/p&gt;&lt;p&gt;兩者是用相乘 A*B&lt;/p&gt;&lt;span&gt;&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;/span&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXxmH0XX9tF9dFO9ZWzJT9KcZHMTCCRBILaz4Nb8K_h1WJ3_3peP0DEw9Do9-JmiJ7io4VqvNPmEi4QbegZFRvoX2aO6BXu-2DnzD0gna4t57uSmAzdnpU6YlLa2c4CcYAnNrMz67zs32XLULzYnQy0xXj9oFvW_heNIFmE4fbXiuGoS5LFUG5/s545/VRay_sky_GradientRamp.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;545&quot; data-original-width=&quot;359&quot; height=&quot;640&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXxmH0XX9tF9dFO9ZWzJT9KcZHMTCCRBILaz4Nb8K_h1WJ3_3peP0DEw9Do9-JmiJ7io4VqvNPmEi4QbegZFRvoX2aO6BXu-2DnzD0gna4t57uSmAzdnpU6YlLa2c4CcYAnNrMz67zs32XLULzYnQy0xXj9oFvW_heNIFmE4fbXiuGoS5LFUG5/w422-h640/VRay_sky_GradientRamp.jpg&quot; width=&quot;422&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;p&gt;而Gradient Ramp的參數則是重點。座標空間是Screem，W要旋轉至-90 這樣才會從上往下漸層。&lt;/p&gt;&lt;p&gt;U的部分我們把Tiling降低一點點(至0.9)，這樣可以避免奇怪的白邊。&lt;/p&gt;&lt;p&gt;Gradient Ramp Parameters的部分 則決定瞭實際漸層的程度。不要全黑的，否則會太黑。&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;這樣合成出來的圖(VRayCompTex)，貼在Environment就可產生漸層的天空。&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;[相關文章]&lt;/b&gt;&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;https://hammerbchen.blogspot.com/2025/05/vrayvolumegrid-fog.html&quot;&gt;利用VRayVolumeGrid Fog製作霧氣效果&lt;/a&gt;&lt;/p&gt;</description><link>http://hammerbchen.blogspot.com/2026/01/v-ray-graduated-filter.html</link><author>noreply@blogger.com (hammerbchen)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5dhawiJSld2mj8ZNGPGR7SK7f9CmuY3R0DFW0NguOukjn88-tNNk8D4g3cG7VYJNbySemT9eslrHcdj2rWRQiF6Jfv5MhUM03miua5bt7MZGNP9X5XUlnS4Bh-s35sY65dw8NG5uMTfg2mPtrWSxmNPYkYAn3fpyKt5lLszBHduAsXE3un5b4/s72-w480-h640-c/F-14-VRay_sky_Graduated%20Filter.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-13564035.post-1173807978744759776</guid><pubDate>Sun, 18 Jan 2026 03:10:00 +0000</pubDate><atom:updated>2026-01-18T16:59:16.991+08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">D5Render</category><category domain="http://www.blogger.com/atom/ns#">PhoenixFD</category><category domain="http://www.blogger.com/atom/ns#">V-Ray</category><title>D5 3.0 發表讓我對Chaos V-Ray近年來的發展更加失望</title><description>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyoSU9951wPPhMnJSDQaZj6F3jYojn3X3FzgAfX520NzgRT57ykiMrUTS1pRs_UI9u8mbSTmUSWnW_IBqCO4D2ue8_0wKgcXB_yCDFzH_gP48hUhc7q9b5uX41ft-5JHKkveP2otSAr6iBQCScDwehJIfsKRa8ipEJk4q7k2ybQKeiUYynZfGC/s1864/D5_3_Render_VRay.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;1146&quot; data-original-width=&quot;1864&quot; height=&quot;394&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyoSU9951wPPhMnJSDQaZj6F3jYojn3X3FzgAfX520NzgRT57ykiMrUTS1pRs_UI9u8mbSTmUSWnW_IBqCO4D2ue8_0wKgcXB_yCDFzH_gP48hUhc7q9b5uX41ft-5JHKkveP2otSAr6iBQCScDwehJIfsKRa8ipEJk4q7k2ybQKeiUYynZfGC/w640-h394/D5_3_Render_VRay.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;p&gt;一直以來我都是推薦 &lt;a href=&quot;https://www.chaos.com/vray&quot;&gt;V-Ray&lt;/a&gt; 以及 &lt;a href=&quot;https://www.chaos.com/&quot;&gt;Chaos&lt;/a&gt; 相關的產品，但最近兩三年，Chaos 的表現卻每況愈下。看到&lt;a href=&quot;https://www.youtube.com/watch?v=Z3c7lDY98oY&quot;&gt; D5 Render 發表 3.0 版本的影片&lt;/a&gt;，只能嘆息一聲「恨鐵不成鋼」。&lt;/p&gt;&lt;p&gt;我知道 &lt;a href=&quot;https://www.d5render.com/&quot;&gt;D5 Render&lt;/a&gt;是中國開發的軟體，因此我本身不會去使用，但就它的開發方向，我仍想談一點看法。很顯然，D5 Render 的許多功能都是針對建築視覺化所設計，強調直覺與方便，能夠非常快速地做出效果；相對之下，V-Ray 的功能層級更偏向底層，並非完全以建築為導向，因此在運用上更為靈活，能夠在非 AI 強化的情況下，透過細緻調整參數，逐步達到頂級擬真的算圖效果。&lt;/p&gt;&lt;p&gt;但 AI 已經改變了遊戲規則。很明顯，D5 已經開始侵蝕 V-Ray 原本稱霸的建築視覺化市場。過去的 D5 Render 還像是玩具一樣，只能產出「還算可用」的渲染圖；那麼 V-Ray 是否還能倚靠 VFX 市場站穩腳步？問題是，Chaos 有讓 &lt;a href=&quot;https://www.chaos.com/phoenix&quot;&gt;Phoenix FD&lt;/a&gt; 這類特效相關軟體真正更加茁壯嗎？並沒有。原本可以成為 V-Ray 特色加分的功能，反而逐漸被邊緣化、被貶低。&lt;/p&gt;&lt;p&gt;再看近三年 Chaos 的開發方向：&lt;a href=&quot;https://www.chaos.com/envision&quot;&gt;Chaos Envision&lt;/a&gt; 這套資產整合軟體（有點像獨立的 3D 軟體）、&lt;a href=&quot;https://www.chaos.com/arena&quot;&gt;Chaos Arena &lt;/a&gt;虛擬棚的即時渲染系統（坦白說，這和一般用戶幾乎沒有關係，誰家裡會有超大型螢幕來做虛擬攝影棚？），以及 &lt;a href=&quot;https://www.chaos.com/enscape&quot;&gt;Enscape &lt;/a&gt;這套主打即時、快速的渲染軟體。這三個方向彼此之間幾乎沒有匯合感，Enscape 又在某種程度上與 V-Ray 形成競爭，而 Chaos Envision 與 &lt;a href=&quot;https://www.chaos.com/vantage&quot;&gt;Vantage &lt;/a&gt;的定位也存在重疊。(好像漏掉了&lt;a href=&quot;https://www.chaos.com/corona&quot;&gt;Corona&lt;/a&gt;)。整體來看，產品線繁多，但整合性卻相當差。問題是，客戶真的有錢到可以把你整條產品線一次買齊嗎？&lt;/p&gt;&lt;span&gt;&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;/span&gt;&lt;p&gt;回到 D5 3.0。它那個海岸線（Ocean）的效果，單看本身其實相當陽春，很像遊戲引擎產生的海浪與浪花；但一旦加上 AI Enhancement，整個畫面的真實度立刻被拉到頂端。我相信，專門做度假飯店建築視覺化的公司，看到這個功能後，會認真考慮轉向 D5 Render。&lt;/p&gt;&lt;p&gt;D5 3.0 的 AI image to 3D 功能，只需要三張照片就能自動產生 3D 模型，這個功能同樣非常方便。我認為這幾乎是從底層瓦解 Chaos Cosmos 模型資產庫的關鍵。就算 Chaos Cosmos 的免費資產再多，也比不上客戶臨時需要某個室內用的 3D 模型，而這個模型偏偏在 Cosmos 裡找不到。即便 AI image to 3D 生成的模型解析度不夠高，只要再搭配 AI Enhancement，很快就能達到相片級寫實的效果。&lt;/p&gt;&lt;p&gt;City Generator 城市產生器也是同樣的情況。即使它只產生相對普通、low-poly 的建築物，最後仍然可以透過 AI 提升到以假亂真的畫面。我想問的是：為什麼 V-Ray 沒有這樣的功能？反而把寶貴的開發資源挹注到 Chaos Envision，導致 V-Ray 本身的發展顯得遲滯不前。&lt;/p&gt;&lt;p&gt;還有 D5 3.0 的 AI Scene Match，用英文來說，就是「罐頭特效 on steroids」。以往在 V-Ray 裡要做出照片級寫實效果，需要高品質的模型、燈光、材質、植物、家具、行人模型……所有參數都調整到位，然後再花大量時間等待算圖。現在則不必如此，只要把參考圖的視覺效果，直接以最逼真的方式整體轉移到你的專案中。&lt;/p&gt;&lt;p&gt;整體而言，D5 3.0 的工作流程更具有未來感與次世代感；反觀 V-Ray，不論是思維、功能或介面，都顯得愈來愈老派，甚至帶著一點上世紀骨董的味道。我其實不認為介面老派本身是問題，只要 Chaos 的軟體開發能夠更加聚焦、更加整合（不要再搞一堆彼此內耗的產品線），並讓調參數的流程變得更迅速（例如透過 AI 幫助用戶自動找到最佳參數）。畢竟，V-Ray 因為更貼近傳統流程的底層架構，在根基上其實是更好的。&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;[ 相關文章]&lt;/b&gt;&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;https://hammerbchen.blogspot.com/2025/03/last-day-in-chaos.html#more&quot;&gt;Last day in Chaos 離職公開信&lt;/a&gt;&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;https://hammerbchen.blogspot.com/2025/03/chaos-v-ray-layoff.html&quot;&gt;Chaos裁員前的一些跡象&lt;/a&gt;&lt;/p&gt;</description><link>http://hammerbchen.blogspot.com/2026/01/d5-render-30-chaos-v-ray.html</link><author>noreply@blogger.com (hammerbchen)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyoSU9951wPPhMnJSDQaZj6F3jYojn3X3FzgAfX520NzgRT57ykiMrUTS1pRs_UI9u8mbSTmUSWnW_IBqCO4D2ue8_0wKgcXB_yCDFzH_gP48hUhc7q9b5uX41ft-5JHKkveP2otSAr6iBQCScDwehJIfsKRa8ipEJk4q7k2ybQKeiUYynZfGC/s72-w640-h394-c/D5_3_Render_VRay.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-13564035.post-6901220702689669529</guid><pubDate>Mon, 12 Jan 2026 04:26:00 +0000</pubDate><atom:updated>2026-01-12T12:26:57.946+08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">AI</category><title>用AI產生影像的技巧 - 讓人物產生特定的動作</title><description>&lt;p style=&quot;text-align: center;&quot;&gt;&amp;nbsp;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhqXyCONPXIMPPRzK1xTa6ekW7pRMiys7wZRk9xBydItuyUqtXzcSH47Vd3W6PcxdP2HFZFmy45o06r6bzkmvqqieortoSedCksciKTs8cI2wKDCksm5a1oAnQWI6BndEQjE4j21YUs9mfskJXOqHaD_AAhnt4Nsit2oXaXfLojKvg2BljjwV5/s2048/AI_image_poses_tips.png&quot; style=&quot;margin-left: 1em; margin-right: 1em; text-align: center;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;2048&quot; data-original-width=&quot;2048&quot; height=&quot;640&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhqXyCONPXIMPPRzK1xTa6ekW7pRMiys7wZRk9xBydItuyUqtXzcSH47Vd3W6PcxdP2HFZFmy45o06r6bzkmvqqieortoSedCksciKTs8cI2wKDCksm5a1oAnQWI6BndEQjE4j21YUs9mfskJXOqHaD_AAhnt4Nsit2oXaXfLojKvg2BljjwV5/w640-h640/AI_image_poses_tips.png&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/p&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;為什麼有時候叫 AI 產生圖片，人物要做特定動作，比方說「頭轉向其左邊看」，結果 AI 都無法產生轉頭的人物？&lt;/b&gt;&lt;/div&gt;&lt;div&gt;因為 AI 並不是在讓模特兒轉頭，而是在從影像資料庫中拚湊一張「看起來合理的臉」。而「轉頭」這件事，對 AI 來說在機率空間裡反而是模糊、邏輯矛盾風險很高的。&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;對人類來說，叫人物頭轉左邊看，涉及三度空間與自我視角的概念；但對於 AI 生成影像來說，它看到的是「人臉」、「側臉」、「看某個方向」。AI 沒有身體座標的概念，所謂的「左轉」往往會轉換成鏡頭的左、畫面的左、角色的左。最後，AI 逼不得已只能產生邏輯上最安全的結果：給你一張正面的臉，或是一張側面的臉。&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;在 AI 的圖像資料庫裡，正面的臉最多，微側面也有，但是轉頭的、特定姿勢的卻很少。要產生正確的「頭轉一邊」，需要很多條件才能同時成立，例如眼睛、鼻子、嘴巴、頸部的肌肉等等；任何一項不吻合，就可能產生臉部融化、恐怖谷的現象。&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;聽起來有點反直覺：當我們給 AI 下越明確的指令，往往失敗率會越高。&lt;/div&gt;&lt;div&gt;&lt;ul style=&quot;text-align: left;&quot;&gt;&lt;li&gt;漂亮的女性肖像，成功率高。&lt;/li&gt;&lt;li&gt;漂亮的女生「頭朝左邊轉頭看鏡頭」，成功率卻會變得爆低。&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;那麼，要怎樣才能產生特定動作的人物呢？&lt;/b&gt;&lt;/div&gt;&lt;div&gt;給 AI 下指令時，要關注於「畫面」，而非「動作」。描述鏡頭，而非人的主觀行為。你可以說「左側三分之四側臉」，或是「朝左的三分之四側面」，這樣成功率就會大幅提升。&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;有點麻煩，對嗎？其實這不是你的問題，這是整個世代的 AI 問題。這個侷限性是 AI 視覺空間的天花板，也就是 AI 本身的侷限性。&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;[相關資訊]&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;https://hammerbchen.blogspot.com/2025/06/ai-generate-image-tips-models-pose-ai.html&quot;&gt;用AI產生影像的技巧 -模特兒的姿勢&lt;/a&gt;&lt;/div&gt;</description><link>http://hammerbchen.blogspot.com/2026/01/ai-image-specific-poses-ai.html</link><author>noreply@blogger.com (hammerbchen)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhqXyCONPXIMPPRzK1xTa6ekW7pRMiys7wZRk9xBydItuyUqtXzcSH47Vd3W6PcxdP2HFZFmy45o06r6bzkmvqqieortoSedCksciKTs8cI2wKDCksm5a1oAnQWI6BndEQjE4j21YUs9mfskJXOqHaD_AAhnt4Nsit2oXaXfLojKvg2BljjwV5/s72-w640-h640-c/AI_image_poses_tips.png" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-13564035.post-2397906822104489459</guid><pubDate>Fri, 09 Jan 2026 12:24:00 +0000</pubDate><atom:updated>2026-01-09T20:24:18.889+08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3dsmax</category><category domain="http://www.blogger.com/atom/ns#">PhoenixFD</category><title>Making realistic honey with Phoenix FD 蜂蜜流體特效</title><description>&lt;div dir=&quot;ltr&quot; 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By Hammer Chen&lt;br /&gt;
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In this article, I am going to share my tips &amp;amp; tricks for making realistic honey with Phoenix FD.&lt;br /&gt;
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&lt;b&gt;1. Modeling a honeycomb&lt;/b&gt;&lt;br /&gt;
Finding a photo-realistic model is very difficult. Even you have a budget to purchase from the online shop doesn&#39;t guaranty you get the right 3D model for the project. So I decided to model it by myself.&lt;br /&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAZz9oEzH8axI6KDiPK6YExbRdlXFN3gamiK-PuQ2x218ThGwAo6RZV0kbOp0Af9iI4vq-Zrt5hCBhfX_Sif4Up8KXqWLloVAK3bL_BTDVX6yRqOxkFpNLuDq8qEZn4hfeiKa7sBKFsqQ/s1600/17_x_17_15-49-46.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;902&quot; data-original-width=&quot;1083&quot; height=&quot;531&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAZz9oEzH8axI6KDiPK6YExbRdlXFN3gamiK-PuQ2x218ThGwAo6RZV0kbOp0Af9iI4vq-Zrt5hCBhfX_Sif4Up8KXqWLloVAK3bL_BTDVX6yRqOxkFpNLuDq8qEZn4hfeiKa7sBKFsqQ/s640/17_x_17_15-49-46.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
I found a handy tool from Scriptspot - Honeycomb, a &lt;a href=&quot;http://www.scriptspot.com/3ds-max/scripts/honeycomb&quot;&gt;maxscript by Anubis&lt;/a&gt;. This script allows you to generate a honeycomb shape with just one button.&lt;/div&gt;&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;br /&gt;&lt;/div&gt;&lt;span&gt;&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;/span&gt;&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;br /&gt;
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After some extrusion, boolean cut, I got this rigid, artificial looking honeycomb. I will use this as a base and transform it into an &quot;organic&quot; model.&lt;br /&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRGklkYLH5i43AjgKZfwQb5I2K-UB_0PQ7CTOiPZ1voPlGQnFD_YVaha_TxdaYB7tBQzywbwcqZ6XkDoPyTfVj3t2ovqBRNU3dAL1ohR2fBwv3G1WhgY55KSmQG_Sf89eXP-RBC-7wRbs/s1600/17_x_17_15-54-23.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;787&quot; data-original-width=&quot;1600&quot; height=&quot;314&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRGklkYLH5i43AjgKZfwQb5I2K-UB_0PQ7CTOiPZ1voPlGQnFD_YVaha_TxdaYB7tBQzywbwcqZ6XkDoPyTfVj3t2ovqBRNU3dAL1ohR2fBwv3G1WhgY55KSmQG_Sf89eXP-RBC-7wRbs/s640/17_x_17_15-54-23.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
The model above was sculpted digitally with Autodesk Mudbox. Now my honeycomb model is ready!&lt;br /&gt;
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&lt;b&gt;2. Liquid simulation RnD&lt;/b&gt;&lt;br /&gt;
Because the 3D model of honeycomb is cumbersome, so it&#39;s better to work with simple primitive first. Once we got the right settings for simulation, we can use the high-resolution 3D model.&lt;br /&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhhEJRn4xpPI4qFQZf_MIVquS9zq7Whb4F8PEQb08nLRbapeflJWLq4uN1bONIXNQmjQj6cvevC2skgyaViCmLXQQjAzWShvOEQjN6ZFcfidl-Ph0M5CvaR0mu8VNNLXAug04Hq8NfMME/s1600/17_x_17_16-07-43.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;931&quot; data-original-width=&quot;1600&quot; height=&quot;372&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhhEJRn4xpPI4qFQZf_MIVquS9zq7Whb4F8PEQb08nLRbapeflJWLq4uN1bONIXNQmjQj6cvevC2skgyaViCmLXQQjAzWShvOEQjN6ZFcfidl-Ph0M5CvaR0mu8VNNLXAug04Hq8NfMME/s640/17_x_17_16-07-43.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
Here I used a simple plane as the liquid source (size around 127 X 26 cm). Beware that Phoenix FD doesn&#39;t like geometry without thickness, if you&#39;re having trouble emitting liquid from a simple plane, adding a shell modifier to it should fix the issue. In this case, no thickness is fine. The key is to put a Stucco texture as LiquidSrc&#39;s mask.&lt;br /&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMXt6D-M0dOrYqXAUez26BQ_uaZ2wlcGF-IOI_NTdQPw-KjCnNnOzccAxb5mzJPbcKIw350eHbG78XdLhMqL0tWdm3RA1xMzUq6UrXsPhcgwUrr2bhvt6ItjHStOZCnKd_V3BiwHjHXxU/s1600/17_x_17_16-12-09.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;940&quot; data-original-width=&quot;978&quot; height=&quot;307&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMXt6D-M0dOrYqXAUez26BQ_uaZ2wlcGF-IOI_NTdQPw-KjCnNnOzccAxb5mzJPbcKIw350eHbG78XdLhMqL0tWdm3RA1xMzUq6UrXsPhcgwUrr2bhvt6ItjHStOZCnKd_V3BiwHjHXxU/s320/17_x_17_16-12-09.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: center;&quot;&gt;
This is how the stucco texture looks like.&lt;/div&gt;
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Those are settings for the Grid and Dynamics. Noted the Viscosity and Surface Tension play important rules when simulating realistic viscous liquid like honey. Once we are happy with the results, let&#39;s move on to the next stage.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;3. Simulation for production&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhR7QG-T1qMnnsmwzAcw7lizL7tU79ibckB5gefjAavKfhLznS0xb7EtOhcBwT8T02HtF_BuGP-azVMzAcg_5nhc6zyCdOdjzUjXa557Lmqh5MnMdp0sAz7nLlKna_Bw72rMg5o1jEWr5A/s1600/17_x_17_16-20-59.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;938&quot; data-original-width=&quot;1455&quot; height=&quot;411&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhR7QG-T1qMnnsmwzAcw7lizL7tU79ibckB5gefjAavKfhLznS0xb7EtOhcBwT8T02HtF_BuGP-azVMzAcg_5nhc6zyCdOdjzUjXa557Lmqh5MnMdp0sAz7nLlKna_Bw72rMg5o1jEWr5A/s640/17_x_17_16-20-59.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
First of all, I manually selected part of the honeycomb - top portion and bottom, clone and detach them. In the image above, I moved the two meshes aside for illustration purpose (so you can see them better). Make sure the two meshes are not solid object so they won&#39;t collide with liquid.&lt;br /&gt;
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&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjm0A8h0StWrthV5PX4ZBKxAFQekJQAmM_a9_ZRUNQbzBz4GbPle0INaw7vw66w-6C6-EsBjIPyZ34nV19G6mldUIou_uw5CnKV4WZvmf90wMmchDkI2CPSQCBMzwxO9NM_K2c4f2XWB3s/s1600/17_x_17_16-24-48.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;938&quot; data-original-width=&quot;1455&quot; height=&quot;412&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjm0A8h0StWrthV5PX4ZBKxAFQekJQAmM_a9_ZRUNQbzBz4GbPle0INaw7vw66w-6C6-EsBjIPyZ34nV19G6mldUIou_uw5CnKV4WZvmf90wMmchDkI2CPSQCBMzwxO9NM_K2c4f2XWB3s/s640/17_x_17_16-24-48.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
Since we already got the excellent settings for dynamics in step 2. Assign the two meshes (top and bottom) as our liquid sources. Then hit the Start button of the Phoenix Liquid Simulator, and you should have similar results above. Please noted the 3D honeycomb is 150 X 150 cm, roughly ten times than a real-life honeycomb. Use a little larger geometry can be more comfortable with adjusting a simulation.&lt;br /&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAxcyEDIIw32alQXz-l5QhWv6y_cq0xMdP2x-xcx_E9pousDfkXtSAmWndH4QFZIS26_FEAGyjekqO-q-d1fBxZReWgdcHKuV2FQoONqZ-fZotCgG3T_q_bAzC4B0eWCcwEgmCk9mWHXI/s1600/17_x_17_16-30-19.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;709&quot; data-original-width=&quot;1600&quot; height=&quot;282&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAxcyEDIIw32alQXz-l5QhWv6y_cq0xMdP2x-xcx_E9pousDfkXtSAmWndH4QFZIS26_FEAGyjekqO-q-d1fBxZReWgdcHKuV2FQoONqZ-fZotCgG3T_q_bAzC4B0eWCcwEgmCk9mWHXI/s640/17_x_17_16-30-19.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
To make the animation more interesting, I animated the Time Scale and set it from 0.5 to 0.1. So you will have honey slowing down during the whole animation. Simulate again to see the results.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;4. Lighting&lt;/b&gt;&lt;br /&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjppyR-D3dzOeMMtyeac8q8RlL8IzswIxPgsHlL5thAOkDecw2wUaDp4E3jObBXMwVRCmRhUX5KzSN1_X_HDmObgQuLnoNjapc2T25h25Zehev01yvcTpBLkb-hHDlFoevcLu42yhH-tMw/s1600/17_x_17_16-35-13.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;938&quot; data-original-width=&quot;1455&quot; height=&quot;412&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjppyR-D3dzOeMMtyeac8q8RlL8IzswIxPgsHlL5thAOkDecw2wUaDp4E3jObBXMwVRCmRhUX5KzSN1_X_HDmObgQuLnoNjapc2T25h25Zehev01yvcTpBLkb-hHDlFoevcLu42yhH-tMw/s640/17_x_17_16-35-13.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
Nothing fancy for the lighting. I created one V-Ray Dome Light - HDR plus one VRay - Plane light in the scene.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;5. Honey material&lt;/b&gt;&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4KkjHSI0EHNBnSX05AwR_5iBy2hLts8P08uI85TcIB-CD1Lpd_wmclFJO_NFNzAuDE_yUOQMzIx5tlUZEWOT7lbAiGv7iLUrjIJJuAMzTYcuQYSLqHaeR9tziOcPcsU8AwegYTlNMWTw/s1600/17_x_17_16-43-44.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;1086&quot; data-original-width=&quot;622&quot; height=&quot;640&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4KkjHSI0EHNBnSX05AwR_5iBy2hLts8P08uI85TcIB-CD1Lpd_wmclFJO_NFNzAuDE_yUOQMzIx5tlUZEWOT7lbAiGv7iLUrjIJJuAMzTYcuQYSLqHaeR9tziOcPcsU8AwegYTlNMWTw/s640/17_x_17_16-43-44.jpg&quot; width=&quot;366&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
Here are my settings for material for honey, using VRay standard material. Making realistic honey is very difficult. Play around with &quot;Fog multiplier&quot; , &quot;Fog bias&quot; and &quot;Light multiplier&quot; to match your scene.&lt;br /&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpr1Jfw8PhvBfVrM2nKWO3bXDz9TJoctNl0VD1rBMlB-T6aG36RKM6cIJK1xu9HN9XL3catqNNPpmxoRO2qQ-5e9TmeGJ2d8b3pdUY-CIQ870Ptu1Y-66t_O-HMHfRxt0ZF5P79uLuXJY/s1600/18_x_18_11-07-11.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;372&quot; data-original-width=&quot;659&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpr1Jfw8PhvBfVrM2nKWO3bXDz9TJoctNl0VD1rBMlB-T6aG36RKM6cIJK1xu9HN9XL3catqNNPpmxoRO2qQ-5e9TmeGJ2d8b3pdUY-CIQ870Ptu1Y-66t_O-HMHfRxt0ZF5P79uLuXJY/s320/18_x_18_11-07-11.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: center;&quot;&gt;
Put a Falloff map in the Reflection slot. Settings as above.&lt;/div&gt;
&lt;br /&gt;
&lt;b&gt;6. Final rendering&lt;/b&gt;&lt;br /&gt;
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&lt;/div&gt;
&lt;iframe allowfullscreen=&quot;&quot; frameborder=&quot;0&quot; height=&quot;953&quot; mozallowfullscreen=&quot;&quot; src=&quot;https://player.vimeo.com/video/293862000&quot; webkitallowfullscreen=&quot;&quot; width=&quot;640&quot;&gt;&lt;/iframe&gt;

&lt;br /&gt;
Hope you like this article and find it useful~&lt;/div&gt;
</description><link>http://hammerbchen.blogspot.com/2026/01/making-realistic-honey-with-phoenix-fd.html</link><author>noreply@blogger.com (hammerbchen)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAYG1gXIgD8mDjjvJJvyQvoQCGv1QEt_fGlanj2XOUckcYzVO9VJ_fAk7LOTRzLk8THW11aif_Mwh9HhvmZ2gU7VWZENjUFK7rd_8Ps2A19ZdJtdcEaAJ9psVXiWuC2SdBQH2mZZyzmSs/s72-c/realistic_honey_with_Phoenix.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-13564035.post-5926887766914537369</guid><pubDate>Fri, 09 Jan 2026 12:22:00 +0000</pubDate><atom:updated>2026-01-18T17:03:14.257+08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">KristinIvanova</category><category domain="http://www.blogger.com/atom/ns#">PhoenixFD</category><title>Shading the Winter Explosion 冬季爆破特效</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghz6qB79sYA-7xP0zc3oJxc5MB2mzrFn7qYqWYiQZhz09DudIHQRahF_c_LcfvOYotAbKJTBNSbtQJ57HOIpIlxbCRLgmWgc-2EU32oNdNwuvFdRRen8tbsw19jdjJNg3ykA9hyphenhyphen2pkp60/s1600/PhoenixFD_explosion_31.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;720&quot; data-original-width=&quot;1280&quot; height=&quot;360&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghz6qB79sYA-7xP0zc3oJxc5MB2mzrFn7qYqWYiQZhz09DudIHQRahF_c_LcfvOYotAbKJTBNSbtQJ57HOIpIlxbCRLgmWgc-2EU32oNdNwuvFdRRen8tbsw19jdjJNg3ykA9hyphenhyphen2pkp60/s640/PhoenixFD_explosion_31.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;b&gt;By Hammer Chen, Kristin Ivanova&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
We recently introduced the &lt;a href=&quot;https://docs.chaosgroup.com/display/PHX4MAX/Artillery+Explosion&quot;&gt;Artillery Explosion tutorial&lt;/a&gt; available in Phoenix FD’s documentation. Now, we want to show you a variation of this scene setup - a winter explosion with its proper shading.&lt;br /&gt;
&lt;br /&gt;
This scene is essentially the same as the &lt;b&gt;Artillery Explosion&lt;/b&gt; one, except for the smoke color and HDRI lighting. The smoke color is set to light gray in order to get a snowy look. To focus on the shading we also limit the number of bombs to just one.&lt;br /&gt;
&lt;br /&gt;
Since there is a hot explosion at the core, it could make the rendering over-exposed or lose detail in the white smoke volumetric shading.&lt;br /&gt;
&lt;br /&gt;
The good news is Phoenix FD provides a cohort of parameters allowing you to fine-tune the shading. Here we compare some of the useful settings that deal with this issue.&lt;br /&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgcjHKfiu6I-C9hnQlsVQgQ5-bgy2YggMAASJql-OmjZ_lKMSAYVqd7ZkTBPIgGK7WIx_ejNsBjcY_TPD-7xh9dbcsg0LcbgYrjB9RPWbmnInR5SVstUldPyPJS1pgO_Zyz1u72GIfFjE/s1600/Phoenix_winter_explo_setup.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;788&quot; data-original-width=&quot;1600&quot; height=&quot;314&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgcjHKfiu6I-C9hnQlsVQgQ5-bgy2YggMAASJql-OmjZ_lKMSAYVqd7ZkTBPIgGK7WIx_ejNsBjcY_TPD-7xh9dbcsg0LcbgYrjB9RPWbmnInR5SVstUldPyPJS1pgO_Zyz1u72GIfFjE/s640/Phoenix_winter_explo_setup.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;
&lt;b&gt;Overall Setup&lt;/b&gt;&lt;br /&gt;
The scene we use here is modified from the Artillery Explosion scene, except we add one Phoenix FD Turbulence helper and change the color of the smoke. For a step-by-step tutorial of how the Fire / Smoke sources and thinkingParticles are set up, please check out the &lt;a href=&quot;https://docs.chaosgroup.com/display/PHX4MAX/Artillery+Explosion&quot;&gt;Artillery Explosion tutorial&lt;/a&gt;.&lt;/div&gt;&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;br /&gt;&lt;/div&gt;&lt;span&gt;&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;/span&gt;&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;br /&gt;
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&lt;/div&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4jkqWIQZb227wHhzBiZkUXd7EGqcFjFtQsvTPjcIOTXZTYezZTmlV3EZMxbzJNLvwbJfW6lT03KdUc_s6olXrNds9lwwzflDY13L_BQdpe9lbs4j8piC-WwU_hsFucc9jU5CD60FVUoA/s1600/14_x_14_11-52-20-all.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;1058&quot; data-original-width=&quot;540&quot; height=&quot;400&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4jkqWIQZb227wHhzBiZkUXd7EGqcFjFtQsvTPjcIOTXZTYezZTmlV3EZMxbzJNLvwbJfW6lT03KdUc_s6olXrNds9lwwzflDY13L_BQdpe9lbs4j8piC-WwU_hsFucc9jU5CD60FVUoA/s400/14_x_14_11-52-20-all.jpg&quot; width=&quot;203&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
See the screenshot, the color of V_dust_A and V_dust_B are set to light gray. RGB values are (203, 177, 159) and (252, 249, 247) respectively.&lt;br /&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZA772l8LKfdqXiPcNZChlexaTKW6_7fJQy94gmhjmQkVXpvRZwHS0AtJC7uZW4UHz4CgRjUlrK3-3UDzPMQY5CzUHpFzDDAOWrZ45GL6IN8nVJs_SxO9J8D_3TEhPGR46_pP0hBC2iLQ/s1600/Phoenix_Volumetric_Default.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;720&quot; data-original-width=&quot;1280&quot; height=&quot;360&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZA772l8LKfdqXiPcNZChlexaTKW6_7fJQy94gmhjmQkVXpvRZwHS0AtJC7uZW4UHz4CgRjUlrK3-3UDzPMQY5CzUHpFzDDAOWrZ45GL6IN8nVJs_SxO9J8D_3TEhPGR46_pP0hBC2iLQ/s640/Phoenix_Volumetric_Default.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
When light from the red hot explosion pierces the white smoke, it is very hard to avoid washout with the default settings (shown above). Even if we adjust the exposure in the VFB we still wouldn’t get&amp;nbsp; balanced exposure in every area of an image.&lt;br /&gt;
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To overcome this problem, intuitively the first thing we do is to lower the Fire Multiplier in the &lt;a href=&quot;https://docs.chaosgroup.com/display/PHX4MAX/Render+Fire&quot;&gt;Volumetric Render Settings&lt;/a&gt; of the Simulator. It does alleviate the problem as the parameter is the general multiplier for the fire color&#39;s intensity.&lt;br /&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2vzZEGwhXqT0P4rQHbvNH76qDiB197z6fcEZokLTgVgunBWMyWLZAcGDCLYG2zGpGG1v93lIYBDDLvKroWiqsx2OlC-Jbau-Z77GV07hUw9mPgYX_QOJKLCwfQJdsUvONdQNxTS7dmlw/s1600/light_power_01.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;720&quot; data-original-width=&quot;1280&quot; height=&quot;360&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2vzZEGwhXqT0P4rQHbvNH76qDiB197z6fcEZokLTgVgunBWMyWLZAcGDCLYG2zGpGG1v93lIYBDDLvKroWiqsx2OlC-Jbau-Z77GV07hUw9mPgYX_QOJKLCwfQJdsUvONdQNxTS7dmlw/s640/light_power_01.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
Alternatively, while keeping the&lt;b&gt; Fire Multiplier&lt;/b&gt; to 1, we can lower down both the &lt;b&gt;Light Power on Self&lt;/b&gt; and &lt;b&gt;Light Power on Scene&lt;/b&gt; to 0.1. We get similar results.&lt;br /&gt;
&lt;br /&gt;
- Light Power On Self controls the light intensity of the simulator&#39;s smoke.&lt;br /&gt;
- Light Power On Scene controls the light intensity over all scene objects except for the Phoenix FD Simulator itself.&lt;br /&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7MhHjgv5_S4LcYDstXsiIh3qB7wo2Ai89v5WhCYeYMZ8JEe_yRhrjckO6tbMK44YHzSK6vZt57XRYq6kDWVAVeMPeZ2-gV1VA2o32WV0-xlG-gJywaDDoywpWurk1YI3bgaSe3xPUnR0/s1600/Light_multi_compare_02.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;720&quot; data-original-width=&quot;1280&quot; height=&quot;360&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7MhHjgv5_S4LcYDstXsiIh3qB7wo2Ai89v5WhCYeYMZ8JEe_yRhrjckO6tbMK44YHzSK6vZt57XRYq6kDWVAVeMPeZ2-gV1VA2o32WV0-xlG-gJywaDDoywpWurk1YI3bgaSe3xPUnR0/s640/Light_multi_compare_02.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
But if you look more closely: the second option (adjusting the Light Power) gives you more details in the shading. So, we favor lowering the Light Power over the Fire Multiplier.&lt;br /&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJeBJ5eJrmPnKujb5zkH6dehc6oUSArD7zY5HV8A6TEiH4aERB23A4OH44G9VvakTicIwdLZkmLuNw0KEuoAtLic2d3b0CSYFGmogdwDQcUZINLI1bxICVGV09YDhWPuqqL_tEWL2P-JU/s1600/Phoenix_Physical_Base_compare-02.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;720&quot; data-original-width=&quot;1280&quot; height=&quot;360&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJeBJ5eJrmPnKujb5zkH6dehc6oUSArD7zY5HV8A6TEiH4aERB23A4OH44G9VvakTicIwdLZkmLuNw0KEuoAtLic2d3b0CSYFGmogdwDQcUZINLI1bxICVGV09YDhWPuqqL_tEWL2P-JU/s640/Phoenix_Physical_Base_compare-02.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
While keeping both Light Power on Self and Light Power on Scene to 0.1, what else can we do to increase details of our smoke shading? The answer is by adjusting the Physically Based option.This is a realistic model that multiplies the fire intensity by the&lt;a href=&quot;https://en.wikipedia.org/wiki/Black-body_radiation&quot;&gt; Black Body Radiation model&lt;/a&gt;, which gives strong brightness to the hot parts of the fire. It transitions between an artistic look of the fire,when set to 0 and a realistic physically-based Intensity, when set to 1. In this case, we gave it a value of 0.2.&lt;br /&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
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To further improve the appearance of our smoke, we can apply LUT to our final image. In the V-Ray Frame Buffer you can remap the image colors based on an IRIDAS .cube LUT (Look-Up Table) file. It transforms color input values to output values based on the specific LUT file.&lt;br /&gt;
&lt;br /&gt;
Many LUTs emulate the film process. Film emulation gives you mid-tune control in an image. In this case, I use a LUT file called - 8650 Log from &lt;a href=&quot;https://luts.iwltbap.com/&quot;&gt;IWLTBAP&lt;/a&gt;. You don&#39;t have to use this specific LUT file, try any other LUT that works for you. Alternatively, you can achieve similar results by adjusting Levels &amp;amp; Curve in V-Ray Frame Buffer. You might need to sharpen your skill but you will get there.&lt;br /&gt;
&lt;br /&gt;
Be sure to tick the &quot;Save in image&quot; if you want your rendering baked with the LUT. You can also tune down the LUT effect by reducing the weight in the VFB.&lt;br /&gt;
&lt;div&gt;
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As you can see, after applying the LUT color correction, we see more middle tune and more details in the smoke shading.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Summarize&lt;/b&gt;&lt;br /&gt;
Here are what we do to improve the smoke shading:&lt;br /&gt;
- Lower the value of &quot;Light Power on Self and Light Power on Scene&quot;&lt;br /&gt;
- Lower the value of Physically Base&lt;br /&gt;
- Apply a LUT file to the final image&lt;br /&gt;
&lt;br /&gt;
Final animation&lt;br /&gt;
&lt;div&gt;
&lt;iframe allow=&quot;accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture&quot; allowfullscreen=&quot;&quot; frameborder=&quot;0&quot; height=&quot;315&quot; src=&quot;https://www.youtube.com/embed/3oj6hGv57RE&quot; width=&quot;560&quot;&gt;&lt;/iframe&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Download&lt;/b&gt;&lt;br /&gt;
Here is the&lt;a href=&quot;https://drive.google.com/open?id=1DemBDt9FbLIDPW4ty7Jl14yM_HkGP-6f&quot;&gt; download link &lt;/a&gt;to the 3ds Max scene file. Note, you need &lt;a href=&quot;https://www.chaosgroup.com/phoenix-fd/3ds-max&quot;&gt;Phoenix FD 4&lt;/a&gt; and &lt;a href=&quot;https://www.cebas.com/?pid=productinfo&amp;amp;prd_id=187&quot;&gt;cebas thinkingParticles 6&lt;/a&gt; to run the scene. The download pack does not include the HDR file (Winter Lake 01) nor the LUT file. However, for the HDRI, you can download it from &lt;a href=&quot;https://hdrihaven.com/hdri/?h=winter_lake_01&quot;&gt;HDRI Haven&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
Enjoy your simulation project with Phoenix FD!&lt;/div&gt;
&lt;/div&gt;
</description><link>http://hammerbchen.blogspot.com/2026/01/shading-winter-explosion.html</link><author>noreply@blogger.com (hammerbchen)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghz6qB79sYA-7xP0zc3oJxc5MB2mzrFn7qYqWYiQZhz09DudIHQRahF_c_LcfvOYotAbKJTBNSbtQJ57HOIpIlxbCRLgmWgc-2EU32oNdNwuvFdRRen8tbsw19jdjJNg3ykA9hyphenhyphen2pkp60/s72-c/PhoenixFD_explosion_31.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-13564035.post-3536330309465549394</guid><pubDate>Fri, 09 Jan 2026 12:20:09 +0000</pubDate><atom:updated>2026-01-09T20:20:54.769+08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">PhoenixFD</category><title>Whitewater shading with Phoenix FD  白水效果</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
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&lt;br /&gt;
By Hammer Chen&lt;br /&gt;
&lt;br /&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;
Whitewater is formed in a rapid, when a river&#39;s gradient increases enough to generate so much turbulence that air is entrained into the water body, that is, it forms a bubbly or aerated and unstable current; the frothy water appears white. --- Wikipedia&lt;/blockquote&gt;
In this article, I am going to show you how to set up whitewater shading with Phoenix FD.&lt;br /&gt;
&lt;br /&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHxr42BccnRwFysJdcLNKv4sLOgQ8AQOxIaw69osTF4LUuxcrrwStXPgRDFFrFqOjizhXbratFdNK8XqtgQR-LQVD81Qr14vNR97rMZly3nnz7pNM0R6ugwM1bqsTiFO-v56nOg96Ew0k/s1600/20_x_20_13-22-27.png&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;846&quot; data-original-width=&quot;1600&quot; height=&quot;338&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHxr42BccnRwFysJdcLNKv4sLOgQ8AQOxIaw69osTF4LUuxcrrwStXPgRDFFrFqOjizhXbratFdNK8XqtgQR-LQVD81Qr14vNR97rMZly3nnz7pNM0R6ugwM1bqsTiFO-v56nOg96Ew0k/s640/20_x_20_13-22-27.png&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
To set up a scene for whitewater shading you will need:&lt;br /&gt;
&lt;br /&gt;
1. &lt;b&gt;A Phoenix FD Liquid Simulator&lt;/b&gt; - for simulation of liquid and generate &quot;Vorticity smooth&quot; data&lt;br /&gt;
2. &lt;b&gt;A Phoenix FD Fire/Smoke Simulator&lt;/b&gt; - this is not for simulation. This Fire/Smoke Simulator doesn&#39;t have to be high resolution, because it purely functions as a container to load up &quot;Vorticity smooth&quot; data from Liquid Simulator, and shading / rendering them as smoke.&lt;br /&gt;
3. &lt;b&gt;LiquidSrc&lt;/b&gt;&lt;/div&gt;&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/div&gt;&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;span&gt;&lt;a name=&#39;more&#39;&gt;&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;
Key steps:&lt;br /&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5TPi7d6nEJGbY2gVDB1gFNza1DI9ZHcM9Ccrdxy26aiIw-WsptVeMilxsDV7yGp9Yri3Epd6Hl15ElFaOjnYr6oWJP-_hdZ-xJafATfm4j2gN_6dNIDzDg18cqRe8-XzWY6kvaQSFAso/s1600/20_x_20_13-30-07.png&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;749&quot; data-original-width=&quot;635&quot; height=&quot;400&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5TPi7d6nEJGbY2gVDB1gFNza1DI9ZHcM9Ccrdxy26aiIw-WsptVeMilxsDV7yGp9Yri3Epd6Hl15ElFaOjnYr6oWJP-_hdZ-xJafATfm4j2gN_6dNIDzDg18cqRe8-XzWY6kvaQSFAso/s400/20_x_20_13-30-07.png&quot; width=&quot;338&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
1. Create a Liquid Simulator in the scene, just as regular liquid simulation setup, except you need to export Special Grid Channels called &quot;Vorticity Smooth,&quot; this data will serve as a source of the whitewater. Run simulation.&lt;br /&gt;
&lt;br /&gt;
2. Create a Fire / Smoke Simulator in the scene, be sure to align it with a liquid simulator. The two simulators don&#39;t have to be the same size or same resolution, but their default pivot position has to be perfectly aligned.&lt;br /&gt;
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3. In the Input rollout of the Fire / Smoke Simulator, change the path from default to &quot;$(same_as_output) PhoenixFDLiquid001&quot;. This specifies the source of &quot;Vorticity Smooth&quot; data that generate from step 1.&lt;br /&gt;
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4. In the Rendering rollout of Fire / Smoke Simulator, check the Cutter Geom option, and select the PhoenixFDLiquid as you created in step 1. Click on Volumetric Options...&lt;br /&gt;
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5. In the Volumetric Options of the Fire / Smoke Simulator, change the color of Constant Color to white color or any other color you like for &quot;whitewater.&quot; In this case, I gave it a light blue color. Set the Simple Smoke Opacity to a higher value so you will have a more pronounced whitewater shading.&lt;br /&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2SUdvg8HRTW3JUWYOUWJ66Bgx-vGogpN_JhLEhuXXe_raB9o8ylfY7FP8rRZu7xq8EAmtnxjY_3Q6zMJISeFW7CuPInhyphenhyphen2nYBC2cRWKahmXFeBRvyi-x7akZ2FAw4juag7tBmbZYw5Do/s1600/07-with-smoke_whitewater_shading.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;900&quot; data-original-width=&quot;1600&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2SUdvg8HRTW3JUWYOUWJ66Bgx-vGogpN_JhLEhuXXe_raB9o8ylfY7FP8rRZu7xq8EAmtnxjY_3Q6zMJISeFW7CuPInhyphenhyphen2nYBC2cRWKahmXFeBRvyi-x7akZ2FAw4juag7tBmbZYw5Do/s320/07-with-smoke_whitewater_shading.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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6. Now hit render, you should have something like the image above.&lt;/div&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_K8hQSHA2s8dCrU2jFZgU-9V32jjZSvLUoEJ_UFSI-i8bkZScVe3taZioG4qDUC5QsgiU5TeZpOY9Uk3QNuSBITcoZc8ZpV5u7RDqQ8CguqEbDykwsk4m3wf01EONXNQ5lLxuenj4OvQ/s1600/07-no-smoke-compare.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;451&quot; data-original-width=&quot;1600&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_K8hQSHA2s8dCrU2jFZgU-9V32jjZSvLUoEJ_UFSI-i8bkZScVe3taZioG4qDUC5QsgiU5TeZpOY9Uk3QNuSBITcoZc8ZpV5u7RDqQ8CguqEbDykwsk4m3wf01EONXNQ5lLxuenj4OvQ/s640/07-no-smoke-compare.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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Left: without whitewater; Right: with whitewater&lt;/div&gt;
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7. Final recap: whitewater shading setup allows you to render extra information from &quot;Vorticity smooth&quot; data as smoke that gives your liquid rendering more details in its shading. Enjoy~&lt;/div&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhatt6BnCkDBeVM7FqblyZy_jp_0M0thBncaOYFlFOk7xEuqDnkI9o7DvjC7I1rot7olzLyHPSA_QG-T7KX2WCgyXdvm9YpYBfs_spXWazqPFSUkk7Vg3_P2n11NsArfW_2O_t6qaOlDDo/s1600/whitewater_PhoenixFD.jpg&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;990&quot; data-original-width=&quot;1600&quot; height=&quot;394&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhatt6BnCkDBeVM7FqblyZy_jp_0M0thBncaOYFlFOk7xEuqDnkI9o7DvjC7I1rot7olzLyHPSA_QG-T7KX2WCgyXdvm9YpYBfs_spXWazqPFSUkk7Vg3_P2n11NsArfW_2O_t6qaOlDDo/s640/whitewater_PhoenixFD.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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</description><link>http://hammerbchen.blogspot.com/2026/01/whitewater-shading-with-phoenix-fd.html</link><author>noreply@blogger.com (hammerbchen)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVUFFnjuB0i0G45rL8Y9GERMyxB6_X3kaMFRY1uwSUvlQ2VyMe6MIOEM4bmrZfT-3npRTIFg6G0_DwvnWZaMD09CFvFIrWorLsm4cFf-0WkB5PPXkhQGc_nDM_80d7O2W-iVMai5BHC2E/s72-c/07-with-smoke_whitewater_shading.jpg" height="72" width="72"/><thr:total>0</thr:total></item></channel></rss>