Activate Posted December 15, 2018 Share Posted December 15, 2018 While the subject may have been true in the Bay Area last month, the subject is much more about the vexation of getting smoke right. I had found a little bit of time to go through Steven Knipping's Rigids II video and decided to add some debris and smoke. To source the debris and smoke, I processed the constraint breaks. For the smoke source, I made a tiny pop sim with noise and some velocity filtering. The smoke for the explosion has pretty high velocities, e.g. around 30 units/s. Initially, the smoke was basically just smooth mushrooms. I then introduced a high value disturbance against the velocity field in the low density areas. This broke up the smoke but I never was able to get it right. Here is where I ended after I had decided I had spent too much time; see video below - ignore obnoxious sound track :-) Would anyone here be willing to point me in a direction on how to improve this? I ran a bunch of wedges against lower resolution simulations. The overall smoke container ended up being really large, so sim-ing and rendering low resolution wedges took a few hours of turn around. Hip file attached for anyone who wants to take a look. Thank you, Niels. rigids2_v7.hiplc Quote Link to comment Share on other sites More sharing options...
Activate Posted December 20, 2018 Author Share Posted December 20, 2018 Hmm. I was hoping that someone could share some sage wisdom but perhaps my questions are too naive :-) Quote Link to comment Share on other sites More sharing options...
Atom Posted December 20, 2018 Share Posted December 20, 2018 (edited) I did take a look at your file but the first thing I would try is the zero velocity trick for removing mushrooming. Then your correction systems might not have to work as hard. Basically @v=set(0,0,0); before you create your velocity field. Then create the density field using a particle system or a point affected by forces or gravity. So the velocity only exists in the popnet, not the dopnet. I have an experiment on this approach at the link for creating a single falling dust stream. Edited December 20, 2018 by Atom 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.