What would be the correct way to scale down a smoke sim ?

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I'm looking to downscale a smoke simulation to a very small scale (if we take the billowy smoke preset as an example, about 50 times smaller). I don't want to set this in compositing, but scale everything in my scene.
However, the calculation times are unmanageable if I scale everything down from the start (I mean the emitter, and particle scale, voxel size, adjusting v). So I've tried using a transform after the sim, which reduces the scale of my smoke by 50, and increasing the absorption coefficient in the Redshift volume (I work with Redshift), but the rendering isn't exactly the same as at the original scale, because I think the density isn't appropriate, and therefore distorts the rendering...

Do you have a process for efficiently scaling smoke so that it always looks the same whatever the scale with redshift (procedurally if possible)?
Edited by frBorges34 - Nov. 1, 2023 18:02:03
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What if you use a volume vop, and divide density by 50?
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