Adam Ferestad Posted February 29, 2016 Share Posted February 29, 2016 Ok, so I have created a velocity field with a SOP network and I am trying to essentially have a static velocity field that the pyro is advected over. I will add noise into it manually later. The effect I will eventually be doing is to have a pyro confined within a similarly created vector field to the one that I have defined in this file. The primary issue is that I am aiming to animate the field construction eventually, which will definitely add a measure of complexity to it. The method that I am trying to accomplish is to have the entire vector field outside of the torus be directed in towards the R2 center and then inside be moved along around it. The velocity field that I have generated does this beautifully and exactly how I want, but when the pyro solver gets a hold of it, it advects it in some rather horrifying ways and makes it totally not what I am trying to do. What I need is a way to stop the pyro solver from advecting the velocity field and just move the smoke/fire through the voxels. I was looking at pumps and I feel like they might be a solution, but I am struggling to figure out how to get them to work. The example videos I have seen online show effects similar to what I am trying to achieve, such as smoke rising around a helix and such. Can anyone direct me to how to make them work or a tutorial on how to do this. bendingfire_386.hipnc Quote Link to comment Share on other sites More sharing options...
TheDude Posted February 29, 2016 Share Posted February 29, 2016 Can't check out the hip at work but sounds like you need to mask your incoming velocity field by your active fields in dops. This will ensure that 0value density voxels, for example, won't be advected by the velocity field and shove the "useful" dense voxels away Quote Link to comment Share on other sites More sharing options...
Adam Ferestad Posted March 2, 2016 Author Share Posted March 2, 2016 Can't check out the hip at work but sounds like you need to mask your incoming velocity field by your active fields in dops. This will ensure that 0value density voxels, for example, won't be advected by the velocity field and shove the "useful" dense voxels away That does sound like something that could work, but I'm struggling with figuring out how to do it. Would someone be able to make an example file of doing this so I can see how the workflow goes? Quote Link to comment Share on other sites More sharing options...
Adam Ferestad Posted March 2, 2016 Author Share Posted March 2, 2016 (edited) Hey, I figured out some of what was going on. First off to keep the velocity fields static you have to set it to Copy instead of Add in the Volume Source. Additionally, the simulation is very finicky to velocities, so keeping them low will make it function much cleaner. bendingfire_working.hipnc Edited March 2, 2016 by Adam Ferestad Quote Link to comment Share on other sites More sharing options...
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