cubiccube Posted October 6, 2012 Share Posted October 6, 2012 This is my first real foray into working with the pyro solver. The setup is totally procedural..just have to specify where to start the burn. The geometry functions as a collision surface but also converts to fuel as it is burnt away.Now that I have the system all setup I'm going to focus on getting sharper, more dramatic flames (a la self-immolating monks), and a less crappy render for my next revision.If I had more time it'd be interesting to get the collision geometry to act as a rigid body when/if it ever it becomes separated from the main structure. That way any separated chunks would fall to the ground instead of just floating in space. This isn't that important to the overall effect, but it's an interesting problem that would be fun to solve. I'd love to hear if anyone has any ideas on how to approach something like this. Quote Link to comment Share on other sites More sharing options...
Magnus Pettersson Posted October 16, 2012 Share Posted October 16, 2012 Looking cool, looking forward for next version Quote Link to comment Share on other sites More sharing options...
djwarder Posted March 19, 2014 Share Posted March 19, 2014 Great sim. Love the fire propagation & the speed of the sim. Any chance you could share a hip file and/or some tips on how to get this effect please? Quote Link to comment Share on other sites More sharing options...
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