Jump to content

Smoke is "killing" me

Recommended Posts

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,



Share this post

Link to post
Share on other sites

Hmm. I was hoping that someone could share some sage wisdom but perhaps my questions are too naive :-)

Share this post

Link to post
Share on other sites

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 by Atom

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