jasonsmart Posted September 21, 2016 Share Posted September 21, 2016 (edited) Hello! I was working on a basic smoke sim where the smoke was being emitted from animated type-geo. I computed the velocity of the geo with a trail, then plugged that into the fluid source to create the density for the smoke sim. That is all working fine as you can see in the render. However, I'm not happy with how the smoke just appears all at once. In other sims I've used an attribute wrangle to map the density to a ramp and have the density fade in but in this case I want the smoke density only to be generated when the velocity starts to increase. I played around with trying to get the velocity data out of VOPs but I really was just taking stabs in the dark. Any suggestions would be appreciated. smoke_test_v02.mp4 text.abc smoke_density_v01b (1).hipnc Edited September 21, 2016 by jasonsmart Quote Link to comment Share on other sites More sharing options...
carlo_c Posted September 22, 2016 Share Posted September 22, 2016 Hey Jason, gave it a quick look hope I got it right. What I did was compute the length of the velocity to give me the speed and multiplied it by the density. The thought process being that it'll only be visible now when it's moving since if the length is 0 the density will be 0. Put a ramp after for some more control, though as I'm posting this I think you'd want to use fit() too to remap the values. smoke_density_v01b (2).hipnc Quote Link to comment Share on other sites More sharing options...
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