magneto Posted January 13, 2019 Share Posted January 13, 2019 Hi, I just want to do it for experimentation. What's the best way to break up the edges of a pyro sim post sim with or without rest fields, and avoid swimming noise? If I have dual rest fields, do you combine them using a Mix node where the connections are rest, rest2 fields and rest2_ratio as the bias? Because there is also rest_ratio attribute. After this, do you displace the density volume using velocity field, gradient of the density or gradient of the SDF converted from density? Also negate the direction? I read here some people advising to use gradient or velocity to the position of the noise for example. Lastly which noise is more suitable for this task? Thanks a lot 1 Quote Link to comment Share on other sites More sharing options...
magneto Posted February 8, 2019 Author Share Posted February 8, 2019 bump Quote Link to comment Share on other sites More sharing options...
Jesper Rahlff Posted February 8, 2019 Share Posted February 8, 2019 for the dual rest field I believe the math needs to be as follows: (rest * rest_ratio) + (rest2 * rest_ratio2). the output of this will now be your rest field Quote Link to comment Share on other sites More sharing options...
tamagochy Posted February 8, 2019 Share Posted February 8, 2019 calculate gradient and use it for noise you'll get nice result )) Quote Link to comment Share on other sites More sharing options...
KarlRichter Posted February 9, 2019 Share Posted February 9, 2019 (edited) Here is an example using rest fields to drive displacement for the purpose of adding detail to a smoke sim, but it could be used for any kind of displacement. There is an example .hip in the Vimeo description. Edited February 9, 2019 by KarlRichter 1 Quote Link to comment Share on other sites More sharing options...
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