tannedfx Posted May 13, 2015 Share Posted May 13, 2015 Hi guys, How can I go about doing a fast moving torch with fire at the tip? I increase the sub steps to 6, remove the resize container and set a fix size container. The fire doesn't seems to "follow" or behave properly. What did I do wrong? Thanks guys Cheers Quote Link to comment Share on other sites More sharing options...
woodenduck Posted May 13, 2015 Share Posted May 13, 2015 Did you add a timeblend to your source? Quote Link to comment Share on other sites More sharing options...
TheDude Posted May 13, 2015 Share Posted May 13, 2015 You could track the velocity of a point at the end of the torch, sim at 0,0,0 and put a wind opposite of that tracked points v, and transform the fire sim back into location, also given by the points position 2 Quote Link to comment Share on other sites More sharing options...
cmedithi Posted May 13, 2015 Share Posted May 13, 2015 Emit from the particle source,dont emit directly from the surface...it might work. Quote Link to comment Share on other sites More sharing options...
danw Posted May 14, 2015 Share Posted May 14, 2015 As woodenduck suggests, if you're using a pre-cached geometry sequence as a source, then it won't automatically interpolate between frames. You'll need to add in a timeblend node, which will take the previous and next cached integer frame of geometry, and correctly interpolate between them to give you the right geometry for each timestep's fractional frame, otherwise it won't matter how many substeps you add, you'll still get it emitting at integer-frame "puffs" rather than a continuous stream, as it'll just be emitting in the same place for 6 successive timesteps before jumping to the next. If you're *not* using pre-cached geometry, then it's probably something else in the chain causing it. Quote Link to comment Share on other sites More sharing options...
rayman Posted May 15, 2015 Share Posted May 15, 2015 You could track the velocity of a point at the end of the torch, sim at 0,0,0 and put a wind opposite of that tracked points v, and transform the fire sim back into location, also given by the points position Thats the way to go - it is fast and reliable! 1 Quote Link to comment Share on other sites More sharing options...
sebkaine Posted May 15, 2015 Share Posted May 15, 2015 (edited) for a fluid torch one idea could be to work a lot your emitter at sop level ... i would try to start with a simple wire sim. of only one curve to get the jiggle motion - the root stick to the torch with @pintoanimation - the tip is floating in the air then i would generate a simple pop sim that propagate along tangentu of this wire curve + noise + very short lifespan i would draw all my pattern with those 2 elements : the wire + the particles. and then only then i would use those to emit my fluids ... maybe it's kinda overkill for your taste , but i like to draw my emitter as much as i can before using fluids. you could also directly convert your pop to volumetrics with vdb + vop and it could be good enough without the need of using pyro . Edited May 15, 2015 by sebkaine Quote Link to comment Share on other sites More sharing options...
Sankar Kumar Posted March 23, 2016 Share Posted March 23, 2016 Thats the way to go - it is fast and reliable! Can you give little more details please 2 Quote Link to comment Share on other sites More sharing options...
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