cybor09 Posted April 27, 2017 Share Posted April 27, 2017 Hi people! I'm learning some things in Houdini to create HDA's for cinema 4d or export vdb's simulations to render in c4d. In this case, I want to make a smoke simulation but I have one basic issue that I'm sure it solves with a simple way. I have one torus emitter inside of a tube but the smoke doesn't respect the tube geometry, It moves through it. How can I fix it? Thanks!! Quote Link to comment Share on other sites More sharing options...
catchyid Posted April 28, 2017 Share Posted April 28, 2017 you should use pyro collision and not RBD collision...one way to do it is to select an object (i.e. the collision object), then go to populate containers shelf -> collide with Objects, then follow the instruction ... you might need to increase the simulation substeps if you still see penetration (i.e. smoke going through the collision volume) OR you can increase the thickness of your collision volume (i.e. instead of using just a tube, create a volume with a thickness that you can control, the thicker the object is the better it's to stop smoke from penetrating) Quote Link to comment Share on other sites More sharing options...
catchyid Posted April 28, 2017 Share Posted April 28, 2017 see attached example... smoke_collision.hip Quote Link to comment Share on other sites More sharing options...
automator Posted February 1, 2018 Share Posted February 1, 2018 I stumbled across this when looking how to get volumes into Cinema4D through HDAs. I've figured out particles and other geometry but not how to carry through the pyro sims. My intention is to render with Arnold Volume shader if it's possible at all. Quote Link to comment Share on other sites More sharing options...
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