Hi,
I'm trying to create a windtunnel effect where I can control the curves the smoke takes (so no collisions).
This is my reference: https://youtu.be/sV_6E1Lh7yo?t=76 [youtu.be]
I've got started but I'm having issues with the dissipation and speed of the smoke. Been looking around for tutorials/help on this and even though there are curve force info available I can't quite make it work correctly.
Could anyone give any pointers?
Thanks!
Smoke emitter, along curve
1210 5 2- TobiasF
- Member
- 9 posts
- Joined: June 2017
- Offline
- mrCatfish
- Member
- 731 posts
- Joined: Dec. 2006
- Offline
Personally, I would create geo that looked like these trails, scatter points inside the geo, add a velocity attribute and rasterize density and velocity (maybe add a bit of volume noise), then render that without simming. When you're happy with that, you can then use those two fields to birth a supplementary pyro sim (if required).
Sean Lewkiw
CG Supervisor
Machine FX - Cinesite MTL
CG Supervisor
Machine FX - Cinesite MTL
- TobiasF
- Member
- 9 posts
- Joined: June 2017
- Offline
mrCatfish
Personally, I would create geo that looked like these trails, scatter points inside the geo, add a velocity attribute and rasterize density and velocity (maybe add a bit of volume noise), then render that without simming. When you're happy with that, you can then use those two fields to birth a supplementary pyro sim (if required).
That sounds effective. I'll have a look and see if I can sort it out myself. Thank you.
Edited by TobiasF - March 14, 2022 11:14:25
- TobiasF
- Member
- 9 posts
- Joined: June 2017
- Offline
mrCatfish
Personally, I would create geo that looked like these trails, scatter points inside the geo, add a velocity attribute and rasterize density and velocity (maybe add a bit of volume noise), then render that without simming. When you're happy with that, you can then use those two fields to birth a supplementary pyro sim (if required).
I've had a look at it and got the basic form down. Having issues with the velocity part, though. I've attached a file if you have time to take a look. Thanks.
- mrCatfish
- Member
- 731 posts
- Joined: Dec. 2006
- Offline
Try this... I have both a lightweight sim and the unsimmed "core". I used the orient along curve SOP to generate a velocity in the direction I wanted (had to flip it in the wrangle just after) and rasterized that along with density. High dissipation and only a tiny bit of temperature to add a touch of buoyancy.
Obviously needs tweaking for look, but this is the basic premise.
Obviously needs tweaking for look, but this is the basic premise.
Edited by mrCatfish - March 15, 2022 10:50:38
Sean Lewkiw
CG Supervisor
Machine FX - Cinesite MTL
CG Supervisor
Machine FX - Cinesite MTL
- TobiasF
- Member
- 9 posts
- Joined: June 2017
- Offline
-
- Quick Links