TomRaynor Posted August 15, 2013 Share Posted August 15, 2013 I have a long thin winding smoke trail and I am using smoke clustering to create fluid containers on the fly as the sim progresses. Two questions: 1.) Is there any way to kill the fluid containers that no longer have any density in them once the trail has passed by. 2.) Is there a way to align each fluid container to the orientation of the cluster point that it came from? (so that if the trail is moving diagonally across two axes, it is not aligned to the world coordinated, but is instead aligned along the direction of travel). Thanks very much everyone! Quote Link to comment Share on other sites More sharing options...
dobin Posted August 16, 2013 Share Posted August 16, 2013 this might helps: check it out Quote Link to comment Share on other sites More sharing options...
TomRaynor Posted August 16, 2013 Author Share Posted August 16, 2013 That is exactly what I was looking for. Brilliant, thanks! Do you know how I can remove the pyro objects from the simulation that no longer have any smoke in them because it has all dissipated in that specific container? I am finding that I am left with a bunch of pretty small pyro containers that aren't doing anything but have been resized pretty small... Quote Link to comment Share on other sites More sharing options...
TomRaynor Posted August 16, 2013 Author Share Posted August 16, 2013 Another problem that I am getting, which is really annoying, is that the simulation will run through fine up to a point and then seem to get stuck, spending absolutely ages calculating one frame. The containers don't get too big, so I doubt it is container size. Has anyone run into this issue? Quote Link to comment Share on other sites More sharing options...
TomRaynor Posted August 16, 2013 Author Share Posted August 16, 2013 It is also insanely slow... I've only got about 10 containers each with about 10,000 voxels and it is chugging. Is clustering just inherently much slower? Quote Link to comment Share on other sites More sharing options...
dobin Posted August 16, 2013 Share Posted August 16, 2013 sorry I don't know how you can remove empty containers but since they resize down to a voxel what's the problem? they don't get into the calculation anymore. about the second issue when you get it? when you come with too many containers? it's hard to say without a hip scene. but if so you could use different div size for every container when they go further away from the camera for instance. I've set this up in my scene already you just need to enable 'Overide Division Size' in DOP- smoke object- Instancing. Quote Link to comment Share on other sites More sharing options...
dobin Posted August 16, 2013 Share Posted August 16, 2013 also you could distribute every container to a different machine on the renderfarm for calculation Quote Link to comment Share on other sites More sharing options...
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