evanrudefx Posted October 23, 2017 Share Posted October 23, 2017 (edited) Hey! Question about fast moving pyro sources. I included a scene which is similar to my actual scene. I have an object from which I want fire to emit. However, when the object starts to move quickly, the flames practically die until the source comes to a stop again. This seems realistic, like if you move a match really quickly. However, that is not what I want to happen. I still want fire even when the source is moving quickly. What can I do to fix this? Emit more fuel when the source is moving quickly? Should I link velocity to the scale of the fuel source? Is there a better way? Also, turning on fuel advection helps slightly. Any help would be appreciated. Thanks fastpyro.hipnc Edited October 23, 2017 by ejr32123 Quote Link to comment Share on other sites More sharing options...
fencer Posted October 23, 2017 Share Posted October 23, 2017 Search forum first. Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted October 23, 2017 Author Share Posted October 23, 2017 (edited) 19 minutes ago, fencer said: Search forum first. Kinda why I posted : ). I didn't see anything. The only thing I saw that is similar are these two, but they are not my problem. If you found results can you link me? I already tried adding motion blur to my source. Did not help. Edited October 23, 2017 by ejr32123 1 Quote Link to comment Share on other sites More sharing options...
bonsak Posted October 23, 2017 Share Posted October 23, 2017 The second post you are linking to has a nice solution with making trails as part of the source. -b Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted October 23, 2017 Author Share Posted October 23, 2017 (edited) 23 minutes ago, bonsak said: The second post you are linking to has a nice solution with making trails as part of the source. -b My real scene(not the attached scene) already has my source with motion trails. Thats not my problem. edit: To clarify, if instead I use the billowy cloud preset, if works perfectly fine. Smoke is emitted perfectly. The problem seems to be with the combustion. Only have the problem with fire. Edited October 23, 2017 by ejr32123 1 Quote Link to comment Share on other sites More sharing options...
bonsak Posted October 23, 2017 Share Posted October 23, 2017 I just tried enabling the trail sop so it would calculate velocity and then i animated fuel scale and temp scale on the fluid source from 1 on frame 28, to 5 on frame 37, and then back to 1 on frame 38. At least now the there is more fuel and higher temp from the source to make more flames. -b fastpyro-2.hipnc Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted October 23, 2017 Author Share Posted October 23, 2017 Yea, but enabling the trail sop "hides" the problem more than fixes it. Also I want the flames to go up not gain velocity from source. Quote Link to comment Share on other sites More sharing options...
fencer Posted October 23, 2017 Share Posted October 23, 2017 If you want like in "real", you need to add "timeblend" after source geometry and increase substeps according to speed. fastpyro_v02.hipnc Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted October 23, 2017 Author Share Posted October 23, 2017 7 minutes ago, fencer said: If you want like in "real", you need to add "timeblend" after source geometry and increase substeps according to speed. fastpyro_v02.hipnc thanks!! I will take a look at this!!! Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted October 25, 2017 Author Share Posted October 25, 2017 oh, I found out the problem. I was using time blend for my fluid source particles, but then I cached fluid source. When I turned up the substeps in dops the time blend node was useless because I was using the fluid source cached results. 1 Quote Link to comment Share on other sites More sharing options...
myke3d Posted October 25, 2017 Share Posted October 25, 2017 avoid using fluid source. My advice for fast moving sources is using points, create attribute fuel, temperature, pscale and trail points to have v attribute. Then create a sop geo node in dops bellow your pyro object pointing to your points. put default operation to set always. then do particle to field nodes for fuel, temperature and vel (you should put attribute v and field name vel). oh... and in sops use a timeblend to have point interpolation. This way you have great results and super fast simulations without the need of caching your fluid source. 3 Quote Link to comment Share on other sites More sharing options...
myke3d Posted October 25, 2017 Share Posted October 25, 2017 check the mods I did in your first setup fastpyro_particletofield.hipnc 2 Quote Link to comment Share on other sites More sharing options...
myke3d Posted October 25, 2017 Share Posted October 25, 2017 and by the way... if you need good looking fire, you should tweak the ramp... is also good to advect the fuel with a gas advect field. Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted October 25, 2017 Author Share Posted October 25, 2017 1 hour ago, myke3d said: check the mods I did in your first setup fastpyro_particletofield.hipnc Thanks i will check this out Quote Link to comment Share on other sites More sharing options...
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