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papaface

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Everything posted by papaface

  1. Fast Moving Fire Simulation

    I'm trying to simulate a flaming knife.The knife is moving really fast with changing accelaretion.I used particles emitted from the knife as source.I also transferred the velocity from the knife to the partilces. But the fire can't keep up with the knife.I turned on fuel advect and turned up substeps.still can't get it to work. Is there a way to solve that? Thanks I attached a hip file and a abc file of the animated knife. blade.abc fire_blade_shot01_v03.hip
  2. Hey, I want to render some geometry as volume with ramped opacity. The first picture shows what this geometry looks like in the viewport with lighting disabled. The third is what I have got so far.It was render with a uniformvolume shader with alpha wired into Of. It looks almost right except the rear shouldn't occlude each other. I have also tried to convert the geometry to volume,which took forever to get the details. Is there any way to solve that ? or is there another approach? Thanks!
  3. I want to render some geometry as volume with ramped opacity. The first picture shows what this geometry looks like in the viewport with lighting disabled. The second is what I have got so far.It was render with a uniformvolume shader with alpha wired into Of. It looks almost right except the rear shouldn't occlude each other. Is there any way to solve that ? or is there another approach? I have tried to convert the geometry to volume,which took forever to get the details.
  4. what's the difference between substeps on dopnet and min/max substeps on solvers. If the substeps on dopnet is set to 10.The globle parameter @Frame is increased by 0.1 every substep. If the substeps on dopnet is set to 1,the min/max substeps on popsolver are set to 10.@Frame doesn't change during substeps. Why is that?
  5. Thanks.that's helpful. If I use solver substeps on a popsolver ,and use impluse emission.I do get more particles,which means the source node is affected.but would those nodes wired into this popsolver be affected? and how can I tell whether the operator is cooked on a substep.because I want more substeps,but I don't want some code/nodes work on substeps.
  6. Hi,there I've done a flip simulation of filling an model with water,but I can't get a smooth water mesh. The particlefluid surface somehow was very rough.I tried vdbsmooth node, bumping up the adaptivity on convertvdb node and the H15 way.but it's still not smoothy enough or mismatch the original model. I even tried projecting the surface to the original model,but the result was'nt very ideal. So I came up with an approach by simulating in a slightly enlarged model , and vdbcombine the vdb from particlefluid with the vdb from original model.I got smooth surface. But this approach leads to missing some details and jittering. Any way to get a smooth surface? Thanks! BTW,why there's no such problem in Realflow?
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