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Pyro sim disappears after frame 10


ndeboar

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Hey,


I am simulating a cloud puff. The first 10 frames sim fine, then on frame 11 my sim disappears, which isn't quite what I was going for. I have attached the hip file. Any ideas a greatly appreciated :) 

This is my first day with Pyro (been thrown into a the deep end on a job), so I might be missing something obvious. 

Read on if you interested, but the above is my first concern of the day......

 

 

I don't expect anyone to do my work for me, but if anyone has any top tips on achieving an effect like this:

 

I am all ears! Currently I am emitting density from particles, using a heavily borrowed/stolen version of this:

http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#Advect_smoke_with_particles

 

In my initial tests, before things went wonky, the smoke 'moved' too much compared to this reference. What is a good way to calm a pyro sim down? 

 

Thanks in advance!

 

 


Nick

 

 

cloudPuffOD.zip

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It seems to be related to the 'VDB Vector Merge'. For some reason, that causes everything do disappear after frame 10. For now, I am converting the 3 vector floats to a vector in a volume wrangle:

vector vVel = set(@vel.x,@vel.y,@vel.z);

 

Seems to be working??

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Hmm, fixed it again (sorry for all the spam). Just moved the convert vdb to the end of the node tree. Odd though, is it a bug?

 

Edit: Annd its gone again, at a later frame now. 

Edited by ndeboar
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