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In Topic: Fire spreading
24 July 2012 - 12:21 PM
couldn't figure out why i made an exact duplicate of the settings and couldn't produce the same result. I had to change the field in resizing container to make it work.(weird)~but got it resolved!
Please disregard this file. Thanks again Julien!
In Topic: Fire spreading
22 July 2012 - 03:03 AM
Thanks Julien, this is awesome!
bunker, on 22 July 2012 - 12:03 AM, said:
You don't need any particles or sopsolvers
Think "real word": put some gasoline on the ground and add the temperature from a matchstick,
and watch it burn :
flamefront.hipnc
Think "real word": put some gasoline on the ground and add the temperature from a matchstick,
and watch it burn :
In Topic: Fire spreading
21 July 2012 - 10:11 AM
Thanks Christian! I will give it a try! 
ChristianW, on 21 July 2012 - 05:30 AM, said:
Well I would start with a sop solver to get attributes spreading over your ground plane.
A leading edge to use for colouring blue later and a radial ramp controlling fuel or something like that.
You could tweak the normals from the sop solver to point out from a center point, making the flames apear to be pushing away from center, maybe putting that into a velocity field with the SOP Vector Field:
http://www.sidefx.co.../sopvectorfield
Messing with different attributes propagating into the pyro solver from the original sop solver should give you quite a bit of control on how it looks.
Hope that helps.
C
A leading edge to use for colouring blue later and a radial ramp controlling fuel or something like that.
You could tweak the normals from the sop solver to point out from a center point, making the flames apear to be pushing away from center, maybe putting that into a velocity field with the SOP Vector Field:
http://www.sidefx.co.../sopvectorfield
Messing with different attributes propagating into the pyro solver from the original sop solver should give you quite a bit of control on how it looks.
Hope that helps.
C
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