Fluids - Pyro & Smoke
Recommended Readings
Items
Links
Documentation
Industry / Case-studies
Tokeru - Smoke & Pyro
Books
Fluid Simulation for Computer Graphics, Second Edition
Approach
Advect particles or points (Garbage in garbage out; interesting source interesting output)
Convert to VDB (stores values where there is one hence faster and cost-effective)
Add
DOP
> Addsmokeobject
+pyrosolver
Add disturbance or details with microsolvers (Gas
dissipate
,disturbance
,turbulence
)Optimize simulation calculation with
gasresizefluiddynamic
Caching simulation
Texturing & Rendering
Syllabus
Kinesthetic learning
Do R&D on different settings and render them out
Shadow not showing in viewport (not solved)
Viewport preferences > Under the Effects tab make sure HDR rendering is enabled.
Under the Geometry tab of the Display dialog there is also a Volume Quality drop down.
Smoke density in smoke
From Applied Houdini volumes II
Good practice
Division sizes: 150 (sketch), 300 (detailed), 600 (HQ)
Use Takes to easily toggle values
Use size of container/division size to get the optimal value for voxel size
Use OpenCL to speed up rendering if you have a good graphics
Override divisions to about 50 for visualizing guides
Notes
Temperature is creating velocity
Visualize velocity
Gas resize fluid dynamic - have a threshold to cut down on size of bounding box
Tracking object - use original
MICROSOLVER
gasdissipate
gasdisturb
Take edges and perturb them
prevents mushroom smokes when you disturb the vel
control settings - vel
Rest field
PRESSURE
Applied Houdini Dynamics III
Alternate cloud volume
cloud
cloudnoise
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