Big amount of smoke from fire

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Hi there,

I'm trying to make a “meteorite effect”, so I want my source to emit a big amount of fire, and I want it to leave a lot of smoke behind it (a LOT, even if it's not realistic)… It's easy to get the fire, but how can I make the smoke part better ? There is not enough smoke, and if I don't want it to dissipate, I can't play with the dissipation in the shape tab because it will affect my fire to, right ? It doesn't seem to affect a lot the smoke when changing the “Smoke Amount” in Combustion > Smoke.

I'm always confuse with the smoke in fact…

Thanks a lot,

Tom
https://vimeo.com/obreadytom [vimeo.com]
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How about 2 objects - one with Flames, the other with Billowy Smoke?
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Ah yes, I did not think about that ! But is it a real scenario in production ?
https://vimeo.com/obreadytom [vimeo.com]
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In the production that's no different that what did you do , It's Pyro smoke or event it's just a simple texture !
Just you should achieve best result in the final shot with any method that you like.
And using different object for smoke and fire is really clever way.

But maybe it's not good idea that using two solver with same type in the AutoDopNetwork.

Why ?
because two solver with same type (like two Flip Solver or two PyroSolver) can have interact with together .

About your project , maybe the easier way is to use different solver (for Fire and Smoke) , But you can simulate both in the same Flip Solver (and Turn On “Create Dense Smoke” in the Smoke page) , then change density of your smoke with Volume VOP .

for more detail check attached project :wink:

Attachments:
JKDens Fire & smoke .zip (166.9 KB)

https://www.youtube.com/c/sadjadrabiee [www.youtube.com]
Rabiee.Sadjad@Gmail.Com
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Hey thanks Joker386 ! Sorry I didn't answer you quickly, I'll check the scene as soon as I can.
https://vimeo.com/obreadytom [vimeo.com]
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:wink:
https://www.youtube.com/c/sadjadrabiee [www.youtube.com]
Rabiee.Sadjad@Gmail.Com
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