art3mis Posted November 1, 2019 Share Posted November 1, 2019 So whats the trick in stopping fast moving smoke from passing thru collision geometry? All I've done is take Jeff's sample .hip and rotated the shoe vertically. I've also tried doing the collision 2 ways, as is in the .hip using a Static Object and Static Solver and merging AFTER the Pyro solver, and sourcing a VDB in a Source Volume DOP (Initialize set to Collision) which in turn goes into the Pyro Solver. In both cases the fast moving smoke penetrates the geometry. https://forums.odforce.net/applications/core/interface/file/attachment.php?id=40636 Quote Link to comment Share on other sites More sharing options...
flcc Posted November 1, 2019 Share Posted November 1, 2019 increase substeps help a lot Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted November 1, 2019 Share Posted November 1, 2019 @art3mis anyway you can post the hip? or at least a version of it? Quote Link to comment Share on other sites More sharing options...
art3mis Posted November 1, 2019 Author Share Posted November 1, 2019 The link is in my original post. All I've done is rotate the shoe geometry to be vertical https://forums.odforce.net/applications/core/interface/file/attachment.php?id=40636 FWIW increasing adaptive substeps seems to be the trick. Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted November 1, 2019 Share Posted November 1, 2019 also try changing the multgrid iterations. I always try that. It looks so much better on 5 then 1. Check out this photo... Quote Link to comment Share on other sites More sharing options...
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