Hi everyone ! I'm trying to figure out how to control my smoke to replicate this effect :
https://www.youtube.com/watch?v=fj4VfnL0Csc [www.youtube.com] (timecode : 1min05)
for now my source is a pop net which is emmiting from the ground in direction of the sky (not perfectly straight to get some randomness in the trails) and here is what i get when i'm simulating with the smoke solver (see picture attachment)
So if anyone can help me with a tip or an advise to get a smoke that goes up straight thanks to the vel of my source particles and then lose the vel without creating a “mushroom” but rather by stop going up and dissipate slowly !
Thanks to anyone that can help me it would be much appreciated <3
Florian,
(sorry if I made some mistakes, English is not my native language)
Figure out how to make a GEYSER effect with Pyro (Lost in Space type)
1363 2 0- florianP23
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- Enivob
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You are on the right track. Try zeroing out your velocity before you import into the pyro sim. The density will still be created by the moving particles, but the velocity does not have to be forwarded into the simulation.
That is how I setup my single point falling dust stream.
https://forums.odforce.net/topic/32662-single-point-falling-dust-stream/ [forums.odforce.net]
v@v = set(0,0,0)
That is how I setup my single point falling dust stream.
https://forums.odforce.net/topic/32662-single-point-falling-dust-stream/ [forums.odforce.net]
Using Houdini Indie 20.0
Ubuntu 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
Ubuntu 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
- florianP23
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