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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 Flame example illustrates a slow moving flame. It shows a simple flame setup that can be used as a template for building flames 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 fire emission. A value of 0
will have no fire and 1
will have the full thickness. Note that the input is animated to create a pulse of explosion for a few frames.
streakblur1
Since the source is added once per frame, if the flame moves too far between adding the source it will generate distinct bars. By blurring the source in the direction the flame will rise, a smooth flame can be generated.
pyro_configure1
Adjust the resolution of the flame. This is the number of voxels across the default imaging window. Higher resolutions will take considerably more time and memory.
layertovdbleafpoints1
, pyro_sourcefromlayer1
, pyro_sourcefromlayer2
, pyro_sourcefromlayer3
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_dissipate2
Controls how fast the temperature decays. Temperature is used for the glow of the flame, so a slower decay will give longer flames.
pyro_viscosity1
To smooth out the velocity of the flame and create a viscous effect, this node applies a blur to the velocity VDB. Note that the Pixels measurement will measure voxels for VDBs.
pyro_lightambient1
Computes lighting for the fire’s smoke using an ambient light source. Increasing smoke density (with the Density Scale parameter) increases the contrast of self-shadows.
sub2
, sub1
The just-sourced flame is particularly bright as it has not had a chance to cool off. The bright-bar effect can be avoided by removing the source after simulation and before rendering.
rasterizevolume2
Renders the flame 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. The Emission parameters can be used to make the flame brighter or control the envelope of the glow.
Learning from this example ¶
To... | Do this |
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Smooth sourcing |
Turn off |
Reduce flame brightness at the source |
Turn |
Change viscosity settings |
Adjust |