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Smoke disspation


chimeric

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smaugthewyrm: Hey thanks for the tip. However this is the problem, its easy to dissipate smoke but to reverse it, is much harder. Of course I could do like Peter did, but instead of multiplying by 0.5 do it by 1.5. This however cause the smoke to grow not only along the length of the path but also on the sides, quite dramatically. It is very hard to control its look and shape, the gas becomes very dens and chunky and eventually it might fill the whole container. Anyway as I said in previous post, I have kind of solved it. The problem was with the velocity field not density :)

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I´m going to say you sized down too much your container. The smoke is being cut at the left side, but....you already know that :)

Apart from the strange shape when its born, everything looks dead on. I suppose this shape isn´t that important as you would probably add a lot of stuff at the point where the Tornado is born (dust, debris, etc...) and some compositing tricks are to be expected as well.

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Hey, yeah since these are test (and I am working on my old laptop) I am trying to get the results as fast as possible so I have small container and low res. I am still thinking about improving the bottom though. I guess it looks weird because it has giant box container sitting there :) . However you are right that I could mask it with other effects or/and compositing as well.

Thx for feedback :)

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  • 2 weeks later...

Hey guys, I have posted this as a problem on sidefx forum but I thought I will also share here with it here. I was experimenting again and I used VOP Force instead of Gas Field VOP. Then I realised that even though GF VOP and VOP Force had almost identical networks, the latter one was using only one core of my CPU whereas GF VOP could easily occupy all 8. It is very puzzling to me since I thought that all the nodes based on VEX are multi-threaded. The VOP Force does not seems to have that "skill". Any ideas? :)

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