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Pyro Source


JuriBryan

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Hey everyone,

I am looking for the best way to create pyro sources from particles.

Right now it seams that all my sources are very unprecise and "large".

For example if I want to set a car on fire and use particles as source for the flames the source volume is twice as big as the car geometry.

Is there a better way to source pyro effect then the tool bars?

Cheers,

Juri

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Scatter points on the car, then add a "fluid source" in SOPs with points as source (drop down at top of parameters).

You can then add noise etc. Use "fluid source" in DOPs to use it as a source...

Or you could do it by adding a scalar field in DOPs (from the sop) and apply it with gas calculate etc, but I'd go the fluid source route.

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the finer the field, the finer the result, smoothing the resulting field helps, too. I think there is a option for this in the fluidsourcesop

try to keep the scattered points constant, popping points result in a popping sourcfield,

if You want to change the incoming source point number try to add a attribute for sourcing that You can turn up after creating a point and turn down before You delete it.

You can achieve this best with a sopsolver, or You create all points that are needed for sourcing at the beginning and control all emission with this attribute. use more particles and modify the field with noise

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