07-28-2016, 04:16 AM
Hi Kresimir,
I believe we discussed this years ago and now that I'm back to working with detailed blast sims, I'm running into this issue again. It only seems to occur for these blasts when cubic or advanced advection is used + the expansion is animated down or burn rate is animated down. I've been tweaking everything I can think of: quality, iterations, sensitivity 0, stride, the help file suggestions, etc. The only way I can get rid of them is to go with a non-cubic sim which is inferior in detail and motion. Any ideas on how these can be resolved? I was thinking of even using effectors testing for 'no temp, no velocity' and then add noise to break them up - if that would even work. Here's a screen shot, however you'll recognize the features from the issue noted in the help file under: UI / Simulation (the brown smoke image with arrows in it). In the help file it talks about fast moving smoke however I notice they only show up when the smoke slows down. Thanks. Best regards, Brian
I believe we discussed this years ago and now that I'm back to working with detailed blast sims, I'm running into this issue again. It only seems to occur for these blasts when cubic or advanced advection is used + the expansion is animated down or burn rate is animated down. I've been tweaking everything I can think of: quality, iterations, sensitivity 0, stride, the help file suggestions, etc. The only way I can get rid of them is to go with a non-cubic sim which is inferior in detail and motion. Any ideas on how these can be resolved? I was thinking of even using effectors testing for 'no temp, no velocity' and then add noise to break them up - if that would even work. Here's a screen shot, however you'll recognize the features from the issue noted in the help file under: UI / Simulation (the brown smoke image with arrows in it). In the help file it talks about fast moving smoke however I notice they only show up when the smoke slows down. Thanks. Best regards, Brian