breadbox Posted June 4, 2013 Share Posted June 4, 2013 I have an object that is spinning pretty fast. I need the flames to follow the object. The problem is the fuel that the object emits still burns in the same place several frames after the object has moved. I'm sure this is a simple adjustment to burn up the fuel faster so the flame cannot linger but also would like to have the fuel feel attached to the object when it rotates it continues to burn faster. I have motion blur enabled in the source volume to give fuel and density sub frames blending, but still I think ill still need to adjust some other parameters? Flames_Spin_TEST_2.hip Quote Link to comment Share on other sites More sharing options...
JaydenDP Posted June 7, 2013 Share Posted June 7, 2013 (edited) Set the source volume on the Source Volume DOP to "copy" the fuel instead of add, that will force it to only exist on the object. After that im guessing its a matter of substeps, your object is moving VERY fast. You could fake the substeps a bit but copying lines onto your source object pointing them in the negative velocity, and base their length in velocity, that way you can emit fuel from the lines and they will stretch to fake substeps. Edited June 7, 2013 by JaydenDP Quote Link to comment Share on other sites More sharing options...
breadbox Posted June 15, 2013 Author Share Posted June 15, 2013 Ill try it. Even though the object is moving quite fast I assume this sort of thing would be possible even standard. Imagine a character waving a torch around. that flame needs to glue to the object really well if the torch is waving around quite fast. Quote Link to comment Share on other sites More sharing options...
Mac.0 Posted June 18, 2013 Share Posted June 18, 2013 Ill try it. Even though the object is moving quite fast I assume this sort of thing would be possible even standard. Imagine a character waving a torch around. that flame needs to glue to the object really well if the torch is waving around quite fast. In this case you would animate the container to. Quote Link to comment Share on other sites More sharing options...
old school Posted June 18, 2013 Share Posted June 18, 2013 All the above tips are good ones and substepping the AutoDopNetwork object is a good idea. Even setting to 2 or doubling the number of timesteps will help. The Pyro Solver doesn't have an oxygen model where solid fuel burning objects burn more intensely when moved quickly as the fuel is exposed to more oxygen. Note that Pyro is designed to burn liquid fuels that don't really have this behaviour. Or at least not nearly as much as say a burning wooden log or kerosene soaked torch. To compensate for this lack of an oxygen model, you can boost the amount of fuel (and temperature if you wish) based on the speed that the burning object is moving. Straightforward to do and a good example of how to take any attribute, in this case v and compute the magnitude, promote to a detail attribute to a single value to represent the vmag (in this case, average velocity magnitude), and then add this additional fuel based on velocity to the incoming fuel. See the attached hip file for boosting of fuel only. You can also try boosting the temperature in the same way as fuel is boosted. Flames_Spin_TEST_2_jw.hip Quote Link to comment Share on other sites More sharing options...
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