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What's the best way to displace a pyro volume in SOPs with or without rest fields?

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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 :)

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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

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calculate gradient and use it for noise you'll get nice result ))

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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 by KarlRichter
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