Blacko0ps Posted April 28, 2018 Share Posted April 28, 2018 Hi everyone, I am working on a smoke simulation and i have imported my collision object with source volume into my Pyro sim. No matter how much I increase the smoke divisions as well as reducing the voxel size on colliding geometry I still get jagged edges when smoke interacts with it. I have attached a screen capture here to make it more clear. Is there any way to smooth the jagged edges or am I missing something in the process? Any tips would be greatly appreciated! Quote Link to comment Share on other sites More sharing options...
Atom Posted April 29, 2018 Share Posted April 29, 2018 Try dropping down a GasBlur inside the DOP network and plug it into Velocity Update on the solver. Set your field to density and increase the radius until you see an effect. Quote Link to comment Share on other sites More sharing options...
Blacko0ps Posted April 29, 2018 Author Share Posted April 29, 2018 (edited) Thanks man, but it seems like blurring out the smoke more than the colliding section. Is there any other solution to that? Edited April 29, 2018 by Blacko0ps Quote Link to comment Share on other sites More sharing options...
Atom Posted April 30, 2018 Share Posted April 30, 2018 Can you post the scene? Maybe try a better font..? Quote Link to comment Share on other sites More sharing options...
VictorWagner Posted April 30, 2018 Share Posted April 30, 2018 You should take a look at your collision in your solver . Go to your static object if you using it . Tab collision RBD solver Volume , and display collision guide . Should be blue mesh . See what it look like . Quote Link to comment Share on other sites More sharing options...
Blacko0ps Posted April 30, 2018 Author Share Posted April 30, 2018 Sure, here is the scene. Unfortunately, I can't change the font smoke_test.hip Quote Link to comment Share on other sites More sharing options...
VictorWagner Posted April 30, 2018 Share Posted April 30, 2018 Its you collision geo you culd do a polyreduce and use : Continue Reducing with quality Toleranceand Use only Orignal Point Position so yiou get better geo , and also you should probably use the logo as a holdout when render this right? Quote Link to comment Share on other sites More sharing options...
Atom Posted April 30, 2018 Share Posted April 30, 2018 (edited) Try a lower division size. Your posted scene reports 11 million voxels. This image shows 21 million voxels and less jaggies. So the collision aliasing is reduced as the simulation quality is increased, by lowering the PyroObject division size. To get an idea on how many voxels you need, consider that ILM used 65 million voxels for preview quality work and 165 million voxels for final explosion work on the Transformers movie. ap_smoke_test.hiplc Edited April 30, 2018 by Atom Quote Link to comment Share on other sites More sharing options...
Blacko0ps Posted April 30, 2018 Author Share Posted April 30, 2018 Oops! that make sense, thanks a lot man! I may need to consider buying a new tower for that as it's taking so long to simulate with 11 million voxels Quote Link to comment Share on other sites More sharing options...
Atom Posted April 30, 2018 Share Posted April 30, 2018 Check out my posted file. I rebuilt your setup and it runs a little faster..less nodes. Also if you have some vRAM available, 4GB+ try enabling OpenCL on the SmokeSolver (Advanced TAB) for a modest speed increase. Quote Link to comment Share on other sites More sharing options...
Blacko0ps Posted April 30, 2018 Author Share Posted April 30, 2018 (edited) I don't have limited commercial edition at work. Gonna check it out at home later on tonight. Cool, I will enable that. Also seems like increasing substeps on Dop Network helps to smooth out that jagged edges too Edited April 30, 2018 by Blacko0ps Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.