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Found 1 result

  1. Ok, so I have created a velocity field with a SOP network and I am trying to essentially have a static velocity field that the pyro is advected over. I will add noise into it manually later. The effect I will eventually be doing is to have a pyro confined within a similarly created vector field to the one that I have defined in this file. The primary issue is that I am aiming to animate the field construction eventually, which will definitely add a measure of complexity to it. The method that I am trying to accomplish is to have the entire vector field outside of the torus be directed in towards the R2 center and then inside be moved along around it. The velocity field that I have generated does this beautifully and exactly how I want, but when the pyro solver gets a hold of it, it advects it in some rather horrifying ways and makes it totally not what I am trying to do. What I need is a way to stop the pyro solver from advecting the velocity field and just move the smoke/fire through the voxels. I was looking at pumps and I feel like they might be a solution, but I am struggling to figure out how to get them to work. The example videos I have seen online show effects similar to what I am trying to achieve, such as smoke rising around a helix and such. Can anyone direct me to how to make them work or a tutorial on how to do this. bendingfire_386.hipnc
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