High Resolution Explosion
#25
Posted 01 March 2011 - 08:55 AM
In the bunker's file example there isa a gas recycle vorticles, but in reality inside it's entirely replaced with a custom sop solver to generate points with attributes (the vorticles).
I tried to put the sop solver outside the gas vorticle recycle and in fact it works.
can I ask why bunker started from the gas recycle vorticles?
The points are generated in the same fashion as the points in the other sop solver to generate the divergence field.
#26
Posted 01 March 2011 - 09:23 AM
since I use a resizeable smoke sim, I updated the vorticles recycling, hence the quick hack ( to get a prototype working quickly )
Since then, I've cleaned the file and solver too. It's much faster without the usual sink,pump,fuel,heat,burn,collisions... in the default smoke solver, and can handle much larger sims too.
MENOZ, on 01 March 2011 - 08:55 AM, said:
In the bunker's file example there isa a gas recycle vorticles, but in reality inside it's entirely replaced with a custom sop solver to generate points with attributes (the vorticles).
I tried to put the sop solver outside the gas vorticle recycle and in fact it works.
can I ask why bunker started from the gas recycle vorticles?
The points are generated in the same fashion as the points in the other sop solver to generate the divergence field.
Edited by bunker, 03 March 2011 - 03:25 AM.
#27
Posted 02 March 2011 - 07:09 AM
edit: assuming that every tornado rotates around an axel generated from local surface normal.
edit2: Well not so surprisingly it seems to happen by creating a small point tornado around every point, calculating their velocity and compositing that with gas calculate to velocity field.
Edited by Hazoc, 02 March 2011 - 08:41 AM.
#28
Posted 02 March 2011 - 01:15 PM
I tryied to use the divergence many times but with no succes. I can´t see any diference in the simulation when changing the values in the gas calculate. Is posible to visualize the pdiv field or the divergence itself to have a better idea off whats going on? They look completely flat, maybe the values are very subtle or very big?
Method Studios NY
#29
Posted 03 March 2011 - 03:48 AM
you can use the gradient of the density to get the normals of the smoke with a "gas Analysis"
IMO, no need to do complex and slow calulations here: buyancy and the difference of temperature
between the core (hot) and the outside (cold) of the smoke will give you a rolling motion already.
@Putoparri:
you can display the divergence: in the "visualization" tab of the "smoke" object, just select "Divergence"
you should be able to view pdiv in green ( by default in the file I gave ) the controls are in "scalarfieldvisualization1"
to control the divergence, simply change "source premult" in "gascalculate1" - a value of "50" is here already
#30
Posted 03 March 2011 - 07:09 AM
That´s what I have allready tryied, the problem is that both appear to be empty (constant in all the field). Also tryied to change the value in source premult in gascalculate1 but nothing changed in the simulation.
I get some errors on loading the file (allthought I think they don´t really matter) so maybe that can be the problem, which houdini version are you using? I´m using 11.0.469.
In a basic smoke from object setup, there is always some divergence? I thought there isn´t because I can really see anything except constant field when trying to visualize it, either like smoke visualization or a plane. So I used a copy density to density with a value off 1.2 to get a expansion effect but your solution seems to be much better.
Thanks!
Method Studios NY
#31
Posted 03 March 2011 - 07:26 AM
bunker, on 03 March 2011 - 03:48 AM, said:
you can use the gradient of the density to get the normals of the smoke with a "gas Analysis"
IMO, no need to do complex and slow calulations here: buyancy and the difference of temperature
between the core (hot) and the outside (cold) of the smoke will give you a rolling motion already.
We're probably talking about different things here:) What I mean is to really have small tornados/vortex forces scattered over the surface of an object. They would probably have negative divergence or pump so they could attract nearby smoke. They also need to form a local twisting motion in velocity field and this is the part i'm not yet sure about how to achieve best.
This is what I'm talking about:

Of course pretty much unrelated to the topic of explosions and heavy smoke:D
Edited by Hazoc, 03 March 2011 - 01:14 PM.
#32
Posted 03 March 2011 - 01:35 PM
but check these topics below.
I think what you want is more like mix of these.
Gather density
http://www.sidefx.co...der=asc&start=0
http://forums.odforc...__fromsearch__1
Velocity
http://forums.odforc...iful-explosion/
#33
Posted 03 March 2011 - 05:55 PM
bunker, on 28 February 2011 - 02:28 AM, said:
Anyway, this is my setup for adding some details to an explosion (or to some volcano smoke):
Quite simple, as Peter explained. Just think about hot ashes in volcano smoke, with cold air around.
Those hot ashes makes the air expand (positive divergence).
That gives you the basic expansion and rolling motion, that you can break up with vorticles.
let me know if you have any question.
have fun
Thanks for sharing,
This may help a huge problem that i have it with making a "rolling clouds", so, i will try it now!
In my attempt to archive my goal( rolling clouds), i watch every tutorial, post, and thread!
So one thing that i discovered it is if you go to CVEX and using sample volume form file, even if your iso didn't have high level of voxels (beyond 200X200X200) you can add a lot of more detail to your sim...
this technic it's explain in Houdini Fractal Tutorial at CMIVFX ...
http://www.cmivfx.co...oudini Fractals
But instead using i3d with it's more expensive to generate, i play with my upres Volume (with was saved to disc) using Volume Sample For File and get this results...
I still need to do a trick like pyro shader does with rest position (2 rest interpolated) to control how much my noise "stick" on volume....
The good news is : Render Fast! much more than using a Billowy Smoke Noise Shader!
the downside is : You cannot use PBR or GI since it's a procedural geometry like fur... it will cause your render to death!
so, is not bad at all, since it's too expensive anyway.
Note:: this is a simple billowy smoke from shelf with a pump object, with upres resolution at 115 grid voxels.
And the render was made with raytrace engine, with 3x3 pixels sampling only, and volume sampling set to 1(very low), and took less than 40 sec per frame in my lap.
And still have a detail!
I forgot to mention that it's solve my problems with weird artifacts caused by negative values too...
Sorry for bad english!
And Cheers!
Attached Files
Edited by exu, 04 March 2011 - 02:36 AM.
#34
Posted 05 March 2011 - 06:58 AM
Also, pyro shader quite difficult to get to grips with. I seem to get loads more detail in viewport than I do at render time! I spent a long time fiddling with it, but could not seem to get the correct range of colors which I could then comp correctly. I suspect the problem may be the to do with the amount of heat in the simulation and the density.
Anyway, here is link to group project.
#35
Posted 27 March 2011 - 11:19 AM
It might be an obvious question, but it looks really great in the viewport with the three point lights, but how would you consider rendering it out?
Do I need to use ray traced shadows? if im using depth maps, I can only get a solid color as a final render.
What is your preferred render setting for this?
Cheers!
Edited by viezel, 28 March 2011 - 01:29 AM.
#36
Posted 11 May 2011 - 04:30 PM
thanks












