Jump to content
cybor09

Basic smoke moves through collision geometry

Recommended Posts

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!!

Screen Shot 2017-04-27 at 7.55.00 PM.png

Screen Shot 2017-04-27 at 8.43.36 PM.png

Screen Shot 2017-04-27 at 8.43.49 PM.png

Share this post


Link to post
Share on other sites

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)

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×