chrisperry05 Posted January 21, 2015 Share Posted January 21, 2015 Hello All, Im in need of some help, I have a pyro sim thats happening inside a collision object (a head). All is ok but where the smoke builds up against the edges of the object you start to see the voxels of the sim. I know this is mainly because i have the density ramped up quite a bit but is very any way to smooth this out? Increasing the res helps but they are still visible. I've also tried using the volume mix to subtract the inverted head shape from the smoke sim with moderate success but still doesn't really work with high density. Any help would be great. Thanks Chris Quote Link to comment Share on other sites More sharing options...
Sierra62 Posted January 21, 2015 Share Posted January 21, 2015 I believe that this problem is caused by your collision geometry resolution. Try increasing its resolution. if you are still getting it after you increase the collision geometry, you can use a volume blur after your cache to blend the voxels together. Quote Link to comment Share on other sites More sharing options...
chrisperry05 Posted January 22, 2015 Author Share Posted January 22, 2015 Hi thanks for the reply Cody, I've tried increasing the res of the collision geo but this didnt really seem to make any difference. It's set to about double the resolution of the sim so i'd have thought that shouldn't effect it? The volume blur definitely helps but I was hoping to have the volumes quite crisp. I'm going to try a much higher res sim and see if they disappear. Is there any issues with increasing the resolution past a certain point? Is it better to scale up the collision and source geo instead? I am using the Gas Enforce Boundary dop to remove heat from the collision but i don't think this is the issue? Seems to still occur without it but just adds the problem of the smoke escaping the collision geo as well. As always any advice greatly received. Cheers Chris Quote Link to comment Share on other sites More sharing options...
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