Yanni Fong Posted October 1, 2019 Share Posted October 1, 2019 (edited) Hi guys, How do you advect velocity field by itself? I have sourced a custom velocity field into the pyro sim but have its operation set to 'copy'. I tried to use gasdisturbence and gasturbulence but didn't help because the velocity field is copied from the sop at the end of each frame. If I switch the sourcing operation to other option other than 'copy', the shape of the pyro becomes a little bit unpredictable. I want to add more variation in speed to the velocity field to get rid of the linear acceleration. Thanks. formation.11.hipnc Edited October 1, 2019 by Yanni Fong Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted October 1, 2019 Share Posted October 1, 2019 (edited) I see what your problem is. My recommendation is to first get the shape you want with particles then use that as the source for your density/velocity. Using copy of the velocity limits the use of the other microsolvers and you probably wont get very natural motion. I had a similar problem with gas curve force. I saw a video of someone using chaos groups's phoenix fd emitting fire around a curve and wanted to do the same in hou. After messing around I came to the conclusion that if you want to make pyro/smoke solver move in a specific motion use particles as the source. Edited October 1, 2019 by ejr32123 Quote Link to comment Share on other sites More sharing options...
Yanni Fong Posted October 2, 2019 Author Share Posted October 2, 2019 8 On 10/1/2019 at 3:32 PM, ejr32123 said: I see what your problem is. My recommendation is to first get the shape you want with particles then use that as the source for your density/velocity. Using copy of the velocity limits the use of the other microsolvers and you probably wont get very natural motion. I had a similar problem with gas curve force. I saw a video of someone using chaos groups's phoenix fd emitting fire around a curve and wanted to do the same in hou. After messing around I came to the conclusion that if you want to make pyro/smoke solver move in a specific motion use particles as the source. Thanks! You have summarized my problem precisely. I'll try using the existing sim as the source for another pyro sim to see how it works. Quote Link to comment Share on other sites More sharing options...
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