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fluid (smoke) emission rate..


redpaw

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Ok, so racking my brain here. but short of any custom stuff, is there no way to set the density amount per frame from either a source, or a object.. like say I want to have a large sphere

emit a density of .1 into a smoke box? or a fluid source object , sputtering a noisy density amount into a smoke container? either I'm missing something on the default shelf tools, or

its something i have to code up myself.. any hints?

thanks

johnc

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Ok, so racking my brain here. but short of any custom stuff, is there no way to set the density amount per frame from either a source, or a object.. like say I want to have a large sphere

emit a density of .1 into a smoke box? or a fluid source object , sputtering a noisy density amount into a smoke container? either I'm missing something on the default shelf tools, or

its something i have to code up myself.. any hints?

thanks

johnc

I was looking for an emission rate parameter as well but in the end I just used an Empty Object with a SOP Geometry applied to it. Then you can bring in your emission volume from SOPs, which can be of whatever density you make it. If you use a RBD or Static Object as a source I don't know of a way to adjust the density of the volume it creates in DOPs.

Also, correct me if I'm wrong but I thought I read somewhere in the help that DOPs will treat a density of 0.5 as full emission, so your SOP volume ranges can be between 0 to 0.5

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I was looking for an emission rate parameter as well but in the end I just used an Empty Object with a SOP Geometry applied to it. Then you can bring in your emission volume from SOPs, which can be of whatever density you make it. If you use a RBD or Static Object as a source I don't know of a way to adjust the density of the volume it creates in DOPs.

Also, correct me if I'm wrong but I thought I read somewhere in the help that DOPs will treat a density of 0.5 as full emission, so your SOP volume ranges can be between 0 to 0.5

Hmmm, I looked at this again this morning, and it seems the pyro setup uses a multiplier on a subnode inside the pyro solver tool itself, it has a "source density" control which basically

multiplies up the density of the source .. its the gas calculate node called "mix in source density"

I still find it weird that this is the only way to emit a certain amount of density into a fluid grid like this..

I guess I'm gonna start working on writing my own "emitter" setup to do what I want.

anybody else got any ideas.. I will probably be referencing Peter Claes's work as well I'd imagine.

-johnc

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