Fluids - Pyro & Smoke

Recommended Readings

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Items

Links

Documentation

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Industry / Case-studies

Books

  • Fluid Simulation for Computer Graphics, Second Edition

Papers

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Approach

  1. Advect particles or points (Garbage in garbage out; interesting source interesting output)

  2. Convert to VDB (stores values where there is one hence faster and cost-effective)

  3. Add DOP > Add smokeobject + pyrosolver

  4. Add disturbance or details with microsolvers (Gas dissipate, disturbance, turbulence)

  5. Optimize simulation calculation withgasresizefluiddynamic

  6. Caching simulation

  7. Texturing & Rendering

Syllabus

  • Kinesthetic learning

    • Do R&D on different settings and render them out

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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

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Applied Houdini Dynamics III

  • Alternate cloud volume

    • cloud

    • cloudnoise

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