cwalrus Posted December 11, 2015 Share Posted December 11, 2015 Hey there - I have a nice plume of exhaust squirting out - I want it to curl upwards..... or slow down at the edges. If it were particles I'd apply POP Axis Force in the shape of a torus... What's the compliment in a voxel sim? thanks! cameron ps other ideas welcome! - maybe a drag that only applies to an area outside of the primary flame? How do you do that???? Quote Link to comment Share on other sites More sharing options...
Annon Posted December 11, 2015 Share Posted December 11, 2015 If you close off x/y +/- domains it should do this automagically because of the pressure calculation. Otherwise there's no reason you can't do the same thing as you do with particles, either in a gasFieldWrangle, vopForce, sopSolver etc... Just apply the velocities to the vel field. Quote Link to comment Share on other sites More sharing options...
cwalrus Posted December 11, 2015 Author Share Posted December 11, 2015 Thank you so much for the advice - can you pretend you're talking to a four year-old? For example, how do you 'close off x/y +/- domains?' (maybe you're talking about on the Resize container... which I will try) And how would you use a "gasFieldWrangle, vopForce, sopSolver etc." specifically? Of course I can find the nodes, but how do I implement that effect with them? Attached is the project if anyone wants to have a whack at it... ExhaustDown_03.hipnc.hiplc.zip Quote Link to comment Share on other sites More sharing options...
bluciensky Posted December 11, 2015 Share Posted December 11, 2015 Make a field that has the vector information (curl shape), and use the field to advect the smoke - Gas Advect Field. Quote Link to comment Share on other sites More sharing options...
cwalrus Posted December 12, 2015 Author Share Posted December 12, 2015 Here's the "HOW TO" that I figured out, in case someone else comes across this and wants specific instructions (like me) : create a particle sim that does what you want the gas to do - in my case, I made a torus of particles, with a POP Axis Force in the shape of a torus spinning them around . Create that in a POP Network, then pipe that network into a VDB from Particles node. Choose 'velocity trail' from "particle footprint", and click plus to add attribute - choose v, type in vel in the VDB name bok, and choose Displacement...etc from the Vector Type. Then back in your Pyro network, add a "source volume' and choose the output of above. Choose none for source volume and temp, and choose "add" for velocity. pipe that into the first merge node ... should work! I know there are other ways to do this - but this worked for me thanks! Quote Link to comment Share on other sites More sharing options...
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