Eucalyptus Posted December 20, 2012 Share Posted December 20, 2012 (edited) Hey everyone, Quick question: I'm trying to get a Candle Flame to have a very sharp, pointy tip on my pyro sim and it doesn't seem to be reacting how I imagined. I have a Buoyancy lift of 15 to get it to go up quickly, and it has the right sort of shape and everything with some other tweaks to the 'Candle' shelf tool, but I had to downsize it a fair bit due to my scene's scale I think. Anyways the one part that isn't working, and no matter what I change (and how many times I watch Peter Quint's Houdini 12 Pyro tutorial...), it won't "sharpen" the tip of my sim. The pyro sim also seems to stretch a lot longer than I desire, as it's just a candle flame, it should be short and strong. I can always use a Boundary Box to make it not rise so far, but then it looks "cut off", and doesn't give me my sharp tip. Any ideas? Screenshot as always. I'd like it to cut off and be sharp about half-way up where it rises right now and stop there: EDIT: It seems fine-tuning my Temperature Diffusion to a very specific level did the trick, along with some Shape>Turbulence for a bit of flickering noise. Feel free to respond still if there are other methods though or you see something wacky in my screenshot. Edited December 20, 2012 by Eucalyptus Quote Link to comment Share on other sites More sharing options...
Peter Quint Posted December 20, 2012 Share Posted December 20, 2012 Part of the issue is that your flame probably needs to run for several tens of frames to settle down. You can also adjust the flame using a flames shader. Try playing with the settings there too. The feedback is quicker than resimulating! Quote Link to comment Share on other sites More sharing options...
woodenduck Posted December 20, 2012 Share Posted December 20, 2012 It looks like your flame is being clipped by the top of the pyro container. You would be getting a sharp tip if the container was taller. You might want to try whacking the cooling rate right up. This should make the flame shorter and give you a bit of breathing room for those wispy ends before they reach the top of the container. Also, play around with the sharpening and shredding parameters to get some detailed action in the velocity field. Quote Link to comment Share on other sites More sharing options...
AdamJ Posted December 20, 2012 Share Posted December 20, 2012 this might help.. http://www.orbolt.com/asset/SideFX::pyrocandle setting a sharp transition from 0-1 with the keys close together on your ramp can tighten up the edges Quote Link to comment Share on other sites More sharing options...
bloomendale Posted December 21, 2012 Share Posted December 21, 2012 (edited) I'd suggest you simply modify simulated volumes. So no need to resimulate. Just create grid of points (one per voxel), sample value (attribfromVolume sop), narrow the upper part of the points with lattice sop and then create volume from points. Edited December 21, 2012 by bloomendale Quote Link to comment Share on other sites More sharing options...
Eucalyptus Posted December 26, 2012 Author Share Posted December 26, 2012 Had this done a few days ago, was just a quick simple project - but if anyone is curious in seeing the final output: I plan on having the flame "blow out" and some wispy smoke emitting at some point. Quote Link to comment Share on other sites More sharing options...
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