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Overview ¶
There are several Pyro Configure examples available through the tab menu. These are similar to shelf tools that put down networks of nodes for learning purposes. The Pyro Configure Billowy Smoke example illustrates a simple rising dense smoke cloud. It can be used as a template for building smoke in your scene.
Important nodes ¶
SOURCE
Wire a Mono layer into this node to adjust where the smoke emits from. This node controls the thickness of the smoke emission. A value of 0
will have no smoke and 1
will have the full thickness.
pyro_configure1
Adjusts the resolution of the smoke. This is the number of voxels across the default imaging window. Higher resolutions will take considerably more time and memory.
layertovdbleafpoints
, pyro_sourcefromlayer1
The VDB has to be activated so you can source into it. Layer to VDB Leaf Points handles the activation from the
SOURCE
layer, while the Pyro Source from Layer handles the actual sourcing. The thickness and inputs for these two nodes should match.
pyro_block_begin1
The start of the simulation loop. All nodes inside the convex hull (highlighted area) will run every simulation step. The simulation is clipped from -1
to 1
by default, and can be controlled by modifying the Clip X/Y/Z parameters.
pyro_lightambient1
Computes lighting for the smoke using an ambient light source. Increasing smoke density (with the Density Scale parameter) increases the contrast of self-shadows.
rasterizevolume1
Renders the smoke into a layer. The camera_ref
can use an imported camera from the Camera Import COP to change the view or resolution of the render.
Learning from this example ¶
To... | Do this |
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Create different smoke sources |
Change the input to |
Control the amount of smoke emitted |
Change or animate the Brightness parameter on the |
Control the amount of smoke dissipation |
Adjust the parameters on |
Control the pump direction for the emitted smoke |
Adjust the parameters on |
Control the behavior of the smoke |
Add a |