Quick question: it doesn't look like Fume 1.0A has any knowledge of falloffs on force ranges. Is this planned at some point?
Thanks!
it does respect fallofs .. as far as i remember.. put a spherical wind with a decay on ( is that what u mean by fallof ? ) , it should behave like when you put ur particle system affected by it..
Now their is excecive velocity Field happening in side of the grid when using spacewarps .. thats for sure.. but if you fine tune you should be able to clean it out no ? save velocitys and turn on ur decay and enable viewport velocity eddies and tweek it down till it only affect the desired area..
let me know how it goes..
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Hey Dude,
Can you explain what you mean more by "excessive velocity Field happening"? Do you mean that the force's strength needs to be set much higher for fume than it does for particles?
Thanks Man!
mikek
what i mean is its all relative , yes sometime ull have to put it high but not necessairly.. what i m saying byt the velocity becomes excesive is that ur inducing "Chaos" in the Grid by binding spacewarps.. and NOthing get lost , everything gets transfered so that chaos travels alot in the grid and influence alot .. an easy solution for that ( cause more chaos basicly translate in More itterations of solvers and More ram Consumption ) is to use that scrip Vjeko wrote .. the only downside is Single Threated as its a MAx script but it can become pretty handy when dealing with Excess Chaos To "cut " the Adaptive grid with :
- cut adaptive grid based on smoke, temperature and velocity threshold. don'touch fire voxels.
-- only if all values are below the threshold will the voxel be emptied
-- example: cutadaptive 0.01 100.0 1.0 emties the voxel
-- if smoke is below 0.01, temperature below 100 and abs(velocity) below 1
-- if it is not cutting enough it's the temperature probably...
fn CutAdaptive st tt vt = (
for i in 0 to (voxels-1) do (
if (GetFuelByIndex i) > 0.0 then continue -- leave fire alone
if (GetSmokeByIndex i) > st then continue
if (GetTempByIndex i) > tt then continue
v = GetVelByIndex i
if (length v) > vt then continue
-- otherwise...
SetFuelByIndex i 0.0 -- clean unburnt fuel remains (fuel
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