MIguel P Posted June 28, 2008 Share Posted June 28, 2008 Hi everyone, This afternoon I've made a little test scene of fire using particles driven by fluids, similar to another one I did some time ago that must be somewhere in the forum... Anyway, here is this one. I hope you like it. I'll post the file if you want to see it. Video: http://www.miguelperezsenent.com/Media/Tests/fire.avi Miguel Quote Link to comment Share on other sites More sharing options...
MIguel P Posted June 28, 2008 Author Share Posted June 28, 2008 The same render duplicated and offseted four times. Just playing a bit I think it looks good. http://www.miguelperezsenent.com/Media/Tests/fire2.avi Quote Link to comment Share on other sites More sharing options...
zasid Posted June 28, 2008 Share Posted June 28, 2008 looks cool Miguel.Would love to see the file.It will be great if u post some video tutorial of it as ur work is always cool!!!! Have a look at this fire also its looks really cool http://www.gamevideos.com/video/id/19700 Quote Link to comment Share on other sites More sharing options...
MIguel P Posted June 29, 2008 Author Share Posted June 29, 2008 looks cool Miguel.Would love to see the file.It will be great if u post some video tutorial of it as ur work is always cool!!!!Have a look at this fire also its looks really cool http://www.gamevideos.com/video/id/19700 Here is the hip file. That fire is great. Fumefx, I suppose. box_fire.hipnc Quote Link to comment Share on other sites More sharing options...
Netvudu Posted June 29, 2008 Share Posted June 29, 2008 (edited) It looks wonderful Miguel. I Edited June 29, 2008 by Netvudu Quote Link to comment Share on other sites More sharing options...
ykcosmo Posted June 29, 2008 Share Posted June 29, 2008 the motion looks very nice. Quote Link to comment Share on other sites More sharing options...
ihab Posted June 29, 2008 Share Posted June 29, 2008 thanks for sharing Miguel! Great Work as usual cheers Quote Link to comment Share on other sites More sharing options...
zasid Posted June 29, 2008 Share Posted June 29, 2008 Hey Miguel, Thanks for sharing the file.its looks great. Quote Link to comment Share on other sites More sharing options...
cellchuk Posted July 1, 2008 Share Posted July 1, 2008 great job one more time. :thumbsup: Quote Link to comment Share on other sites More sharing options...
LEO-oo- Posted July 1, 2008 Share Posted July 1, 2008 Nice! Thanks for the sample! Quote Link to comment Share on other sites More sharing options...
MIguel P Posted July 15, 2008 Author Share Posted July 15, 2008 Not a flaming box, but also fire Just testing the DSD fire solver. The resolution of the simulation is 50x47x21. In POPs I also added some anti-aliased noise to give the impression of more resolution. As before, rendered as points and modified in comp. firehorse.avi Quote Link to comment Share on other sites More sharing options...
ykcosmo Posted July 15, 2008 Share Posted July 15, 2008 wow, very nice!!!!! you could animate the horse and it would be cool! Quote Link to comment Share on other sites More sharing options...
cellchuk Posted July 15, 2008 Share Posted July 15, 2008 pretty cool stuff. looks very nice :thumbsup: Quote Link to comment Share on other sites More sharing options...
stu Posted July 15, 2008 Share Posted July 15, 2008 Flame on! Quote Link to comment Share on other sites More sharing options...
JDenker Posted July 16, 2008 Share Posted July 16, 2008 i would also love to see an animated version. what about grabbing the SESI Fur Example animal and give it a try. fantastic work miguel Quote Link to comment Share on other sites More sharing options...
pclaes Posted July 16, 2008 Share Posted July 16, 2008 excellent work Miguel! always cool to see what you are working on! Quote Link to comment Share on other sites More sharing options...
ygalula Posted July 20, 2008 Share Posted July 20, 2008 Very nice! So far I've seen 2 methods of advecting particles through fluid: 1. The method in Miguel's hip file (fetching the velocity visualization into POPS). 2. The method shown on the "Advecting Particles" from the "Intro to Fluids" video. The second method is much prettier, only: 1. For some reason I dont have this new advect particles shelf tool (and I downloaded the production 9.5 version)... 2. In this method, one must recalculate the fluid simulation for every change in the particle simulation. This is not the case with Miguel's method. What do you think about it? Could you do it using the second version, but without recalculating the fluid simulation? Thanks! Quote Link to comment Share on other sites More sharing options...
MIguel P Posted July 22, 2008 Author Share Posted July 22, 2008 Thanks guys, I'll try to animate it! Quote Link to comment Share on other sites More sharing options...
Allegro Posted July 22, 2008 Share Posted July 22, 2008 1. For some reason I dont have this new advect particles shelf tool (and I downloaded the production 9.5 version)... I had been using the later stage of the beta when making the video (I believe it still didn't have an icon at that particular time). It now does have an icon and is simply called "Advect" in the Drive Particles Shelf. 2. In this method, one must recalculate the fluid simulation for every change in the particle simulation. This is not the case with Miguel's method.What do you think about it? Could you do it using the second version, but without recalculating the fluid simulation? Thanks! You actually don't need to recalculate the fluid sim each time. If you cache out the vel fields with a rop geometry node, you can change the "Velocity Volumes" path to something like "/obj/smoke_object1/file1" (without the quotation marks) and it will read it just fine without needing to resimulate the fluids. Quote Link to comment Share on other sites More sharing options...
MIguel P Posted July 22, 2008 Author Share Posted July 22, 2008 I had been using the later stage of the beta when making the video (I believe it still didn't have an icon at that particular time). It now does have an icon and is simply called "Advect" in the Drive Particles Shelf.You actually don't need to recalculate the fluid sim each time. If you cache out the vel fields with a rop geometry node, you can change the "Velocity Volumes" path to something like "/obj/smoke_object1/file1" (without the quotation marks) and it will read it just fine without needing to resimulate the fluids. I discovered the Advect by volumes POP two hours ago and I'm using it now. It's much faster than the attribtransfer way! Quote Link to comment Share on other sites More sharing options...
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