Pyro driven by POPs.

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Hi,

I use a POPs which emit particles by location, then I use copy node to stamping my particles as spheres.

finally, I make them as my pyro's base, but pyro gives me a wired solution.

It just like a normal ball burning at center place.

What's wrong with my steps?
https://vimeo.com/jacyslin [vimeo.com]
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hi there, could you be a bit more specific… what do you mean you make them as you're pyro's base? does this mean you selected you're particle geometry container and then used the shelf tool clicking the pyro tool?

if so then maybe try looking at the “source_object” and making sure to turn on deforming?

other than that i'd probably need a bit more specifics to help.

gluck
Jonathan
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Hi,

My target is that particles could be a sphere-like emit for pyro. If it's possible I hope I can use copy node to stamping those particles as spheres. Even I could scale thier size. As I know, FumeFX in max system could scale their emitter size. Furthermore, when emitters' position too close, they will mix together just like metaball.

Very cool.
https://vimeo.com/jacyslin [vimeo.com]
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This post [forums.odforce.net] over at odforce has an example of using particles as a fluid source, which is quite straigthforward these days, although offhand I don't know if the Shelf tools will set it up for you automatically.

The particle's pscale attribute is used to control the size of the particles source.
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Hi,

Thank you, Johner. But it seens like not Pyro system.

or it is same concept in Pyro? I really dont know it very well. Can you guide for me? Thank you very much.

JC.
https://vimeo.com/jacyslin [vimeo.com]
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you can use copy node to copy anything to particles, even metaballs, which will mix together and you can copystamp the copies and even then it can be used for pyro or any volume sim

you just need to append isooffset sop after copy sop
set the Output Type to Fog Volume
(set Mode to Metaballs if you are using metaballs)

it would work just like that but for geometry with changing bounding box i would recommend rather than default values
check Override Bounds
set the bounds so it matches your fluid box dimensions and position
set Uniform sampling so it matches your fluid sampling

then the only thing you need to do in DOPs to make this work is to check Use Deforming Geometry in your node where you are importing source object

look at the attached file for an example

Attachments:
copysop_as_pyro_source.hipnc (541.0 KB)

Tomas Slancik
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Method Studios, NY
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Thanks, man.

You done a great example what I want! Thank you very much!

Now I understand more about Pyro.

One more qeustion here.

What attribute should I set, can make POPs inherit previous velocity?

I want make Pyro Fx be a shockwave-like shape.

Here is some examples:

http://briandemetz.com/_/sw_on_earth_sm.jpg [briandemetz.com]

http://briandemetz.com/_/AB02MMPonbkgd_sm.jpg [briandemetz.com]
https://vimeo.com/jacyslin [vimeo.com]
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