lapd100 Posted March 16, 2020 Share Posted March 16, 2020 Im currently working on my uni project which involves putting a fire sim onto 6 bowling pins. The pins are animation as they are being juggled and i need to have the fire on the ends of each pin. Im struggling on where the fire is being emitted from. Currently its being emitted from the entire pin as i have it on volume scatter. Quote Link to comment Share on other sites More sharing options...
Atom Posted March 16, 2020 Share Posted March 16, 2020 Try selecting the bottoms of all the pins. Move your mouse into the 3D viewport and press the S-KEY to enter that mode. After you have made the selection, add them to a group. Once you have a group, delete everything, except the points you selected in the group. Submit that piece of geo to the fuel creation, node. Quote Link to comment Share on other sites More sharing options...
Noobini Posted March 16, 2020 Share Posted March 16, 2020 here's my extremely basic setup...no, I wouldn't know what params to tweak, it's just a basic setup for you to tweak. virtually a 1st timer doing this. vu_PinonFire.hiplc Quote Link to comment Share on other sites More sharing options...
lapd100 Posted March 17, 2020 Author Share Posted March 17, 2020 17 hours ago, Atom said: Try selecting the bottoms of all the pins. Move your mouse into the 3D viewport and press the S-KEY to enter that mode. After you have made the selection, add them to a group. Once you have a group, delete everything, except the points you selected in the group. Submit that piece of geo to the fuel creation, node. I've tried selecting the area i want but its only letting me select the entire pin instead of just the end. Quote Link to comment Share on other sites More sharing options...
sf_par Posted March 18, 2020 Share Posted March 18, 2020 for selecting the points you need to convert the alembic geometry to polygon geometry by using the convert node Quote Link to comment Share on other sites More sharing options...
doc Posted March 24, 2020 Share Posted March 24, 2020 once you have your emitter figured out. You'll want to look into using the gas substep solver under your source dop to increase the substeps on your emitter because it's moving so quickly. Quote Link to comment Share on other sites More sharing options...
bunker Posted March 25, 2020 Share Posted March 25, 2020 @doc you don't need substeps if your source is already motionblurred trail_pyro_source_bunker_001.hipnc Quote Link to comment Share on other sites More sharing options...
Atom Posted March 25, 2020 Share Posted March 25, 2020 I tried upresing your sparse pyro example and I can't get the upres to work. Do you know if it is possible to upres a sparse pyro solution? The image on the right shows the result. I get some action, but the solver does not seem to solve, it only smears...? ap_upres_trail_pyro_source_bunker_002.hipnc Quote Link to comment Share on other sites More sharing options...
bunker Posted March 25, 2020 Share Posted March 25, 2020 1 Quote Link to comment Share on other sites More sharing options...
doc Posted March 27, 2020 Share Posted March 27, 2020 I haven't had a chance to look at this yet, but in case there's something useful on upresing pyro you might want to have a look at this post: https://www.sidefx.com/forum/topic/71014/ Quote Link to comment Share on other sites More sharing options...
bunker Posted March 28, 2020 Share Posted March 28, 2020 (edited) yeah I've seen this tutorial, not bad I'm hoping to record part2 soon, I've been a bit busy with work and the whole "end of the world" thing going on right now... Edited March 28, 2020 by bunker Quote Link to comment Share on other sites More sharing options...
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