Fluids - Pyro & Smoke
Last updated
Last updated
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
> Add smokeobject
+ pyrosolver
Add disturbance or details with microsolvers (Gas dissipate
, disturbance
, turbulence
)
Optimize simulation calculation withgasresizefluiddynamic
Caching simulation
Texturing & Rendering
Kinesthetic learning
Do R&D on different settings and render them out
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
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
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
Alternate cloud volume
cloud
cloudnoise
Items
Links
Documentation
Industry / Case-studies
Tokeru - Smoke & Pyro
Books
Fluid Simulation for Computer Graphics, Second Edition
Papers