On this page |
This shelf tool sets up a sparse pyro simulation of medium scale smoke. Rather than building a DOP network, it uses the SOP-level tools to build a simple network to work with sparse pyro. Wispy Smoke B is designed to be a more turbulent version of Wispy Smoke A. The smoke simulation consists of a static source, emitting smoke that is turbulent immediately and expands outward.
This shelf tool generates a turbulent wispy smoke simulation with controls for creating the Mie Scattering effect seen in real world reference.
Important Nodes ¶
advect_soot_particles
advect_soot_particles is used to advect points using the velocity field from the wispy smoke simulation. Those points are given a density attribute that can be modified and is then turned into a VDB named
gradient
used in the shader. Play with the parameter controls at the top level of this solver to fine tune the output particles.
scale_density
By default, burn is sourced into the flame field in the pyro simulation. The flame field is then output and used alongside the temperature field to scale density post simulation and create more transparent smoke closer to the source. This happens in the scale_density nodes. There are two of these in the setup.
Learning from this example ¶
To... | Do this |
---|---|
Change initial expansion and shape of wispy smoke sim |
Dive inside the |
Control the amount of turbulence |
Adjust the Turbulence parameters in the Shape tab of the Pyro Solver. Turbulent movement is also affected by the |
Switch between Mie Scattering approaches |
Use |
Adjust Mie Scattering effect in the shader |
Control the brightness using the Intensity Scale parameter in the Fire tab of the |
Change where Mie Scattering Occurs |
Use the Note The VDB approach is a bit faster, while the particle advection method will give you more control. |