WLVL Posted November 3, 2015 Share Posted November 3, 2015 Hello everyone! I am trying to create an hairspray/aerosol sim. I started with a particle sim for the fast ejected part. I then use that as a source for a smoke sim. i tried tons of different smoke shapes but i can't achieve the result im looking for. any idea on how to setup the smoke sim properly? would you suggest another workflow? any tip are much appreciated! thank you in advance reference [1-9 sec ] problems: -mushroom shape, if i get rid of it increasing dissipation, the smoke sim look just like the smoke source -not getting that cone like spray smoke aerosol_spray_particles_v01.mov aerosol_spray_smokee_v01.mov aerosol_spray_smokesource_v01.mov aerosol_spray_v05_tips.hipnc Quote Link to comment Share on other sites More sharing options...
woodenduck Posted November 3, 2015 Share Posted November 3, 2015 Hi, To me this sounds more like a job for particles. I would forget about the smoke sim. WD Quote Link to comment Share on other sites More sharing options...
NSugleris Posted November 4, 2015 Share Posted November 4, 2015 Or have a low res smoke sim and advect a ton of particles through it with popadvect to get some nice quick little eddys / vorticle like curls. Quote Link to comment Share on other sites More sharing options...
juangea Posted November 4, 2015 Share Posted November 4, 2015 Can't this be done by using the particles as the "spray" itself and use an created attribute as temperature using a sphere or a generic volume to modify that attribute and then emit fire based on that temperature? So in the end this could be a particle work+pyro work, I'm a noob so I'm jsut throwing an idea but I'm not entirely sure on how to practically approach this. Cheers! Quote Link to comment Share on other sites More sharing options...
NSugleris Posted November 5, 2015 Share Posted November 5, 2015 Can't this be done by using the particles as the "spray" itself and use an created attribute as temperature using a sphere or a generic volume to modify that attribute and then emit fire based on that temperature? So in the end this could be a particle work+pyro work, I'm a noob so I'm jsut throwing an idea but I'm not entirely sure on how to practically approach this. Cheers! I think he mentioned making the effect that shows before the before, aka the misty advected bit. Quote Link to comment Share on other sites More sharing options...
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