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MIguel Pérez
Hi everyone,

This afternoon I've made a little test scene of fire using particles driven by fluids, similar to another one I did some time ago that must be somewhere in the forum... Anyway, here is this one. I hope you like it.

I'll post the file if you want to see it.

Video: http://www.miguelperezsenent.com/Media/Tests/fire.avi

Miguel
MIguel Pérez
The same render duplicated and offseted four times. Just playing a bit smile.gif I think it looks good.

http://www.miguelperezsenent.com/Media/Tests/fire2.avi
zasid
looks cool Miguel.Would love to see the file.It will be great if u post some video tutorial of it as ur work is always cool!!!!

Have a look at this fire also its looks really cool http://www.gamevideos.com/video/id/19700
MIguel Pérez
QUOTE(zasid @ Jun 29 2008, 01:49 AM) *
looks cool Miguel.Would love to see the file.It will be great if u post some video tutorial of it as ur work is always cool!!!!

Have a look at this fire also its looks really cool http://www.gamevideos.com/video/id/19700


Here is the hip file.

That fire is great. Fumefx, I suppose.
Netvudu
It looks wonderful Miguel. I´ll try to take a look at the hip file and blatantly copy your techniques tongue.gif
ykcosmo
the motion looks very nice.
ihab
thanks for sharing Miguel! Great Work as usual smile.gif

cheers
zasid
Hey Miguel,

Thanks for sharing the file.its looks great.
cellchuk
great job
one more time.
thumbsup.gif
LEO-oo-
Nice! Thanks for the sample! smile.gif
MIguel Pérez
Not a flaming box, but also fire smile.gif
Just testing the DSD fire solver.
The resolution of the simulation is 50x47x21. In POPs I also added some anti-aliased noise to give the impression of more resolution. As before, rendered as points and modified in comp.


ykcosmo
wow, very nice!!!!! you could animate the horse and it would be cool!
cellchuk
pretty cool stuff.
looks very nice
thumbsup.gif
stu
Flame on!
JDenker
i would also love to see an animated version.
what about grabbing the SESI Fur Example animal and give it a try.
fantastic work miguel
pclaes
excellent work Miguel!
always cool to see what you are working on!
ygalula
Very nice!

So far I've seen 2 methods of advecting particles through fluid:

1. The method in Miguel's hip file (fetching the velocity visualization into POPS).

2. The method shown on the "Advecting Particles" from the "Intro to Fluids" video.

The second method is much prettier, only:

1. For some reason I dont have this new advect particles shelf tool (and I downloaded the production 9.5 version)...

2. In this method, one must recalculate the fluid simulation for every change in the particle simulation. This is not the case with Miguel's method.


What do you think about it? Could you do it using the second version, but without recalculating the fluid simulation?
Thanks!
MIguel Pérez
Thanks guys, I'll try to animate it!


Allegro
QUOTE
1. For some reason I dont have this new advect particles shelf tool (and I downloaded the production 9.5 version)...


I had been using the later stage of the beta when making the video (I believe it still didn't have an icon at that particular time). It now does have an icon and is simply called "Advect" in the Drive Particles Shelf.


QUOTE
2. In this method, one must recalculate the fluid simulation for every change in the particle simulation. This is not the case with Miguel's method.
What do you think about it? Could you do it using the second version, but without recalculating the fluid simulation?
Thanks!



You actually don't need to recalculate the fluid sim each time. If you cache out the vel fields with a rop geometry node, you can change the "Velocity Volumes" path to something like "/obj/smoke_object1/file1" (without the quotation marks) and it will read it just fine without needing to resimulate the fluids.
MIguel Pérez
QUOTE(Allegro @ Jul 22 2008, 07:17 PM) *
I had been using the later stage of the beta when making the video (I believe it still didn't have an icon at that particular time). It now does have an icon and is simply called "Advect" in the Drive Particles Shelf.
You actually don't need to recalculate the fluid sim each time. If you cache out the vel fields with a rop geometry node, you can change the "Velocity Volumes" path to something like "/obj/smoke_object1/file1" (without the quotation marks) and it will read it just fine without needing to resimulate the fluids.


I discovered the Advect by volumes POP two hours ago and I'm using it now. It's much faster than the attribtransfer way!


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