ndeboar Posted October 5, 2016 Share Posted October 5, 2016 Hey, I am simulating a cloud puff. The first 10 frames sim fine, then on frame 11 my sim disappears, which isn't quite what I was going for. I have attached the hip file. Any ideas a greatly appreciated This is my first day with Pyro (been thrown into a the deep end on a job), so I might be missing something obvious. Read on if you interested, but the above is my first concern of the day...... I don't expect anyone to do my work for me, but if anyone has any top tips on achieving an effect like this: I am all ears! Currently I am emitting density from particles, using a heavily borrowed/stolen version of this: http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#Advect_smoke_with_particles In my initial tests, before things went wonky, the smoke 'moved' too much compared to this reference. What is a good way to calm a pyro sim down? Thanks in advance! Nick cloudPuffOD.zip Quote Link to comment Share on other sites More sharing options...
ndeboar Posted October 5, 2016 Author Share Posted October 5, 2016 It seems to be related to the 'VDB Vector Merge'. For some reason, that causes everything do disappear after frame 10. For now, I am converting the 3 vector floats to a vector in a volume wrangle: vector vVel = set(@vel.x,@vel.y,@vel.z); Seems to be working?? Quote Link to comment Share on other sites More sharing options...
ndeboar Posted October 6, 2016 Author Share Posted October 6, 2016 Hmm, happening again. After frame 6 my density = <empty> Attached hip file. forMatt.zip Quote Link to comment Share on other sites More sharing options...
ndeboar Posted October 6, 2016 Author Share Posted October 6, 2016 (edited) Hmm, fixed it again (sorry for all the spam). Just moved the convert vdb to the end of the node tree. Odd though, is it a bug? Edit: Annd its gone again, at a later frame now. Edited October 6, 2016 by ndeboar Quote Link to comment Share on other sites More sharing options...
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