tielax11 Posted January 16, 2015 Share Posted January 16, 2015 How would I remove the long streaks at the end of the flame of a pyro sim? I want there to be a harsh cut off between the body of the flame and the long streaks that extend from it, and this making my whole simulation more box like than long if that makes sense. I have been messing around with the flame height and remap heat cool field curve, along with cooling rate but I can't seem to get the effect that I want to. Attached is a snapshot of my pyro playblast along with the reference that I am trying to match it too. The red outline is what I consider the "body" of the flame and the green ones the "streaks" coming out of it which I want to remove. Please offer your suggestions on how to solve this problem. Playblast Reference Quote Link to comment Share on other sites More sharing options...
kleer001 Posted January 17, 2015 Share Posted January 17, 2015 I bet what you're looking for is in your Combustion or Shape tab in your Pyro Solver. Maybe turn up your dissipation? Maybe turn off your shredding? It could also be a comp thing. Try rendering out a frame and going to town with your colors and alpha. Quote Link to comment Share on other sites More sharing options...
tielax11 Posted January 18, 2015 Author Share Posted January 18, 2015 Thanks, I tried those things and they didn't seem to solve it so far. Quote Link to comment Share on other sites More sharing options...
rayman Posted January 18, 2015 Share Posted January 18, 2015 You can clip these areas when rendering. Got to Pyro Shader -> Fire Tab ->Density Tab -> Field Shape Now change ramp interval min value to set the area where the shader will start to show the fire. This may change the overall look of the fire, so you may instead add another ramp point and use the first point to clip the areas with small heat(temperature) value. 1 Quote Link to comment Share on other sites More sharing options...
tielax11 Posted January 20, 2015 Author Share Posted January 20, 2015 Yeah doing that rayman certainly helps some. However I do get some streaks still going upwards and it takes away from the main body of the flame because of of the low temperature areas around it. Quote Link to comment Share on other sites More sharing options...
kleer001 Posted January 20, 2015 Share Posted January 20, 2015 Crazy Idea, but maybe try advecting a lot of particles through your volume? That way you might have a little more explicit control about how they're spread around. Quote Link to comment Share on other sites More sharing options...
shukin Posted January 20, 2015 Share Posted January 20, 2015 Best Solution You can clip these areas when rendering. Got to Pyro Shader -> Fire Tab ->Density Tab -> Field Shape Now change ramp interval min value to set the area where the shader will start to show the fire. This may change the overall look of the fire, so you may instead add another ramp point and use the first point to clip the areas with small heat(temperature) value. Quote Link to comment Share on other sites More sharing options...
tielax11 Posted January 22, 2015 Author Share Posted January 22, 2015 I found I think the best solution. I created a sink object and used it to reduce the heat, so where ever the object is there are no flames. This gave me the ability to sculpt the flames how I want to. Still working with it though, lot of work to do. 1 Quote Link to comment Share on other sites More sharing options...
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