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Smoke Density Driven By Velocity


jasonsmart

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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 by jasonsmart
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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

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