mosssi 6 Posted February 20, 2016 Hi guys I'm trying to simulate a flamethrower fire with Pyro but I have some problem with my fluid source size. For example when I put a sphere in my gun nozzle and source fuel from it, I can't see any result in low resolutions and its really hard to work on high res. Also high velocity and buoyancy are two essential parameters for this effect and this is even more dramatic situation. So I think there should be some kind of way to do this correctly. Thank you for your help Share this post Link to post Share on other sites
Navneet Arora 14 Posted February 20, 2016 may be you could increase your scene scale by 10 if you are finding it too small,or may be you could emit pyro from points which are clamped in the beginning and then spread out slowly in the end Share this post Link to post Share on other sites
mawi 85 Posted February 20, 2016 I would try to emit from a curve or from a particle system. With that you can control the initial velocity, fuel emission and divergence along the curve/particle age. You will have to fight the nature of fluids for a long time if you are trying to emit from the nozzle only. Share this post Link to post Share on other sites
mosssi 6 Posted February 20, 2016 Thank you Navneet, I don't think changing the scale can help but I give it a try. Share this post Link to post Share on other sites
mosssi 6 Posted February 20, 2016 Hi mawi, I'm not sure what are you suggesting about curve but if you mean that I could emit from a curve which is along the flame direction and a carve node which can simulate flame start look, I can try it. anyway this is another perspective for me so I will try. Thanks Share this post Link to post Share on other sites
Stephen Moroz 17 Posted February 13, 2018 On 2/20/2016 at 1:21 PM, mosssi said: Hi guys I'm trying to simulate a flamethrower fire with Pyro but I have some problem with my fluid source size. For example when I put a sphere in my gun nozzle and source fuel from it, I can't see any result in low resolutions and its really hard to work on high res. Also high velocity and buoyancy are two essential parameters for this effect and this is even more dramatic situation. So I think there should be some kind of way to do this correctly. Thank you for your help Hey, did you get this working in the end? I'm about to start a project which requires lots of smoke sims with very small sources, so I'm asking the same question... Any advice would be appreciated! Share this post Link to post Share on other sites