04-26-2007, 01:37 PM
Hi Folks,
Using fairly good sim settings I can get really nice sim results using simple sources and just the blocking controls on the fume grid but when I start using objects sources and object collisions I get quite steppy results and far slower sims. I'm working on a lot of avalanche stuff that has to integrate into live action footage so it has to integrate and interact with the ground and any objects that it comes into contact with. I was wondering in terms of sim speed and quality, does the level of poly detail of the collision objects or object based emitters make a huge difference to a fume sim? Or is it a case of the object being broken down into voxels regardless of its topology? Would I be better off with really simple poly layouts for my objects or will fume do its own voxel subdivision around the object relative to the size of the ffx grid?
Also with particle sources I get quite dotty results - in terms of particle and fume substeps what level would I need to go to to match the smoothness of using a simple fume emitter? I know it depends on how quickly the particles are moving but I've had nice results with fast moving simple sources with no substeps at all - is it more to do with the particles radius controls being like the volume of the simple source?
Cheers!
John
Using fairly good sim settings I can get really nice sim results using simple sources and just the blocking controls on the fume grid but when I start using objects sources and object collisions I get quite steppy results and far slower sims. I'm working on a lot of avalanche stuff that has to integrate into live action footage so it has to integrate and interact with the ground and any objects that it comes into contact with. I was wondering in terms of sim speed and quality, does the level of poly detail of the collision objects or object based emitters make a huge difference to a fume sim? Or is it a case of the object being broken down into voxels regardless of its topology? Would I be better off with really simple poly layouts for my objects or will fume do its own voxel subdivision around the object relative to the size of the ffx grid?
Also with particle sources I get quite dotty results - in terms of particle and fume substeps what level would I need to go to to match the smoothness of using a simple fume emitter? I know it depends on how quickly the particles are moving but I've had nice results with fast moving simple sources with no substeps at all - is it more to do with the particles radius controls being like the volume of the simple source?
Cheers!
John