sim Posted September 26, 2014 Share Posted September 26, 2014 (edited) Hi all. I've been learning much about smoke sims in the last few weeks. I have here a smoke test and I'd like to improve it. There's a number of issues going on here, but the first one I'd like to get to the bottom of is the way the smoke is popping (pops) into existence. In the clip below, the popping starts happening 3sec in, but you can particularly see it from 8secs onwards. Solid blocks of smoke appearing before they start dispersing - way too rapidly. So what's happening is that I have a large (110, 3, 60) voronoi fractured terrain that suddenly cracks all the way through the middle and then starting from the camera pieces start falling away. I'm using a 'delete' sop that's deleting geometry that isn't moving (v<0.9). So the blocks of smoke that suddenly appear are when the terrain pieces start falling fast enough to go into the smoke source. And the smoke sim is a cluster system with ten points. But it's too sudden and strong, how can I make them fade in? I'd appreciate it if anyone could give some input on this and on any of the other issues I'm seeing in this smoke test. (Other issues being the stair stepping in the close to camera smoke, and that the turbulence and dispersion? seems much too high. I'd like to slow the smoke down a lot.) 'cheers, Simeon Edited September 26, 2014 by sim Quote Link to comment Share on other sites More sharing options...
kleer001 Posted September 26, 2014 Share Posted September 26, 2014 can you post your hip file? Quote Link to comment Share on other sites More sharing options...
sim Posted September 27, 2014 Author Share Posted September 27, 2014 Hi, here's the file. I cut out everything else that wasn't related to the smoke sim. And unfortunately the geo that feeds the sim is too large to include here. But it does show my setup and all the settings I've used. -Simeon smoke_cluster_01.hip Quote Link to comment Share on other sites More sharing options...
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