• 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
slowing down smoke
#1
Hi guys, I'm trying to slow down my smoke where the red circle is on the image.

I tried playing with the temperature setting but this affect globally the smoke and my smoke doesnt rise up has much. When the smoke kinds of slow down, I'm loosing all of the nice details.

Also is there a way to control the the % of the voxel life?

thanks,
_____________________________

Eric Senécal
Lead FX Artist
http://www.VisionGlobale.com
_____________________________
_________________
  Reply
#2
Hello,

The only way to slow it down is to affect gravity/buoyancy or time scale value.

Regards,

Kresimir
  Reply
#3
thanks for the feedback,

when I turn those setting down, I'm loosing all of the details + this affect the smoke globally. What I would like is a kind of Drag effect where the circle is. I tried using the drag force but it doesnt seem to work.

thanks,
_____________________________

Eric Senécal
Lead FX Artist
http://www.VisionGlobale.com
_____________________________
_________________
  Reply
#4
i dont recommend it but you can use a Wind with a Decay on..

This way you will fight some forces invertly .


but not a good thing ..


My best suggestion would be , replicate it like in Real life , smoke would rise and Temperature would Dissipate and diffuse , witch would create an Inversly Proportionnal to the Fluid life anti-boyancy behavior .. So Smoke will rize at proper speed , then slow down ..
<!-- w --><a class="postlink" href="http://www.cgfluids.com">http://www.cgfluids.com</a><!-- w -->
  Reply
#5
Hi Éric,

I also tried to make a huge scale billowing smoke and had a hard time trying to get the smoke to move more near the source.

I ended up using a trick! Wink The trick was to move the source in the fumeFX box instead of having a static source trying to push the smoke. And after the simulation is done I animated the fumeFX box in the opposite direction to cancel the source animation. The result is a smoke that seems to be emitted from a static source but I can add variation to the motion in the smoke by varying the animation of the source. To cancel the animtaion you take the animation curve of the source (remove it from the source), reverse it and apply it to the fumeFX box.

This way of doing a sim is far from real life but the result is closer to reality.
  Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)