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DarkMatter last won the day on September 8 2018

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  1. Avoiding "Mushroom Cloud" smoke look

    One of the best method I have found to deal with this issue is to use 'Pressure' as a control field for a shaping such as Disturbance. You want to find areas of high pressure (the head of a shroom) and set the range in your control field such that it masks only the regions of high pressure. To visualize the Pressure field: > drop an Apply Data DOP in between your Smoke Object and the Pyro Solver' > drop down a Scalar Field Visualization DOP and plug it into the green input on the Apply Data > on your Scalar Field Visualization set the Data Name parameter to "pressure/Visualization" > turn on 'Use Plane' and then play with the 'Guide Range' parameters to find the pressure field range you are interested in. Disturbance with pressure as control field: > Drop down a Gas Disturbance microsolver and plug it into to your Velocity input on the Pyro Solver > Under 'Control Settings' tab (on the Gas Disturbance) check 'Use Control Field' and set it to "pressure" > Set 'Influence' to 1 > Set 'Control Range' parameter to match the 'Guide Range' on the Scale Field Visualizer ie. the pressure range you want to apply the disturbance to Go nuts and crank up the disturbance 'scale' just to see it working and then dial it in. Don't forget that 'Block size' on the disturbance is in world units so it's easy to work out what size you need there then it's just a matter of finding the right 'scale' on the disturbance and a narrow enough 'Control Range' to break up the mushroom but not affect the rest of the sim too much.
  2. Super thick pyro? (sand blowing layer)

    Hey Caskal, From what I can see it looks like you would gain a lot by increasing the Pyro resolution. Perhaps you could use a clustered approach for this to get max rez. Also a really important part in achieving detailed Pyro sims is to start with a nice detailed source. Don't be shy going high rez on your source volume. Ideally you want your source to already look like it has enough detail/resolution before you even sim it. A good workflow for generating a high rez source is to use a dense set of points from which you convert to a high rez volume for sourcing. Fluid Source SOP is pretty slow when you give it lots of points or going high rez so I suggest using 'VDB from points' or even faster 'Volume Rasterize Particles'. You wont have all the bells and whistles like Fluid Source, but you can use a Volume VOP or Volume wrangle to add some noise or copy over some of the data from your points if you need to. You will see huge performance gains using this technique over Fluid Source which will allow you to crank the rez of your source volume. Lemme know if you need an example scene and I will throw something together. Good luck!
  3. When precomputing collision SDFs through isoOffset and saving out as .simdata does it automatically generate velocity and store it in the .simdata? I would assume the .simdata has to store velocity right?