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texture cordinates to add more detail to fluid sims via advecting part


anupamd

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So I've never had much luck using rest fields in pyro to add more detail via texturing. However the technique of advecting particles through the fluid and carrying over the local coordinates seems really promising. my question is how would one approach this?  Seems to have worked amazingly well for the Main Road Post guys:

 

"ultimately they determined that their best course of action was to run most of their Pyro FX simulations using advected particles inside volumes and then carry over the local coordinates. Taking this route allowed them to find the sweet spot they were looking for."

 

rendered results:

 

article from;

https://www.sidefx.com/index.php?option=com_content&task=view&id=2692&Itemid=68

Edited by anupamd
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Yeah so if you try and use Rest and Rest2 in volumes you're going to get diffusion so the values are going to get stretched and scewed. With particles the value is going to remain constant, only it's position is going to change. Just do a particle sim after your pyro sim and advect the particles by the pyro's vel. Use the same sources etc and add a rest field. You'll probably still get smearing so I don't think it's going to be a 100% perfect solution. Have a go though and report back your findings.

 

Alternatively you can use the rest fields in sim to add displacement (have a look at the pyroclastic thread on this forum) or turbulence, Alejandro has a good example of a custom turbulence node he created which just splits out the control field so you can control different parameters of the turbulence individually. (

).
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