Temperature in Kelvin in a Pyro sim

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Hi everyone,

Is there a way to know what is the temperature in Kelvin in a pyro sim ?
What is, for example, the maximum temperature in Kelvin in my sim, etc.

Not sure if it works like this in the solver…

Thanks !

Lewul
https://vimeo.com/obreadytom [vimeo.com]
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Because I'm exporting my pyro sim as a vdb for reading it in an other software, and it's better for me to know the temperature in Kelvin for the render engine, which shade the sim with the physical model (and not as a simple color ramp).
https://vimeo.com/obreadytom [vimeo.com]
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I guess you could dive into the pyro shader, and check how the temperature volume value is mapped to kelvins there. I presume it's just a multiplier.
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Ok, thanks
So it seems to be here (in the shader). But what is this subinput3 ?
Is it data coming from the pyro sim ? (the pyro object ? the solver ?)

Attachments:
kelvin.png (61.9 KB)

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Hello, does it make sense to write in this topic or this thread is dead?
I also try to get the true temperature of the explosion in Kelvin, I need this for the game engine to interpret it inside.
I tried to make out and could not understand exactly how the temperature fields are converted into color and intensity. Initially, values ​​come in ranges from 0 to for example 650 and nonlinearly turn into a color of the pyrovolume. Unfortunately, the pyroBlackbody and PyroShadercore nodes are black boxes and it is unclear what is happening there.
Linear remapping of values ​​using fitRange also does not give a visual fidelity.
I would like to get a reliable result of the color temperature in Kelvin in a separate pass (for example, yellow fire - 2500K, red - 1250K and so on), which could be appropriate to the Wysywyg Pyro shader system or temperature range from 0 to 1, corresponding to color temperature.
Any ideas how to do this? Some people told me that PhoenixFd and Vray have this option and I could not believe that Houdini could not get something like that.
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