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Some options are not clear for me... - Printable Version

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Some options are not clear for me... - ddiener - 01-12-2007

Hi,
i have some questions related to some settings in the FumeFX-UI (Mainfloater). I didn´t find about them in the Reference, or i could not understand Wink
1) In the Obj/Src-Tab "Source Area Blur" what is this ? How affects it Simulation/Rendering ?

In the Simulation-Tab:
2) "Advection Stride", how does it work in Detail ? Is it what i think: Voxel A has a velocity V, its neighbour-voxel B gets the full velocity V when "Advection Stride"=1.
Voxel B gets V/2, whe "Advection Stride" is 0.5 ?
3)"Buoyancy" affects, how fast Smoke/Fire rises with hot-temperatures, Right ?
But when, for example, a collision-object moves trough Smoke, does "Buoyancy" affect how intensive the Smoke/Fire gets influenced by the speed/movemen of the collision-object ?
Or is it only related to temperature ?
4) -> Smoke and Temerature.
The "Dissipation Min. Dens." and "Dissipation Stength"-options. I know, it has to do with "how fast Moke/Temp goes to zero, fades out". But how affect the two option the Simulation in Detail ? My thought is, a Voxel with less Smoke than "Dissipation Min. Dens" gets wiped out of Smoke, something like a "soft cut-off".
"Dissipation Stength" tells how fast Smoke/Temp goes down in general. Am i right here ?

Thank you for answers.

edit:
Can no one answer that ?
well, i have an additional question (this one goes directly to kesimir (i hope it´s ok to call you so, in my mind you a something like hero..Smile..))
It´s about multithreadig: imagine someone owns a high-end-computer with 4 quad-core-cpus -> means a 16-core-system. Is FumeFX able to use all the cores for a simulation ? l

Dominik


- Woody79 - 01-13-2007

4. Dissipation.

Yes your rights. Say you min density is 1, and strength is 10, then the smoke fades off really quickly. Like you said, a falloff, or cut off. If everyhting is Zero, smoke stays around for ever.


- ddiener - 01-13-2007

Thank you for confirmation.


- Rif - 01-13-2007

Hey sorry for little delay , pretty swamped here atm .. heres what i can get out with words atm :

1) In the Obj/Src-Tab "Source Area Blur" what is this ? How affects it Simulation/Rendering ?

This Option has been created because of Some Artifacts that where happening On Emition of Fluids around Moving objects Or exiting Grid Side X , Y or Z ..


once Checked , those voxels around the source objects or sides grids will kill density to avoid artifacting ..

You could theoricly do that blur from a script in post but that checkbox is doing it for u Smile

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4) -> Smoke and Temerature. dissipation:

Take it this way : u have a Clamp Amount of where the Dissipation will be aplied to .. If u put 50 in the min Temperature and 999 in the Temperature Dissipation , every voxel with 50 temperature and down will be affectted by 999 Dissipation strengh .. So if u want Dissipation to start on ur smoke when the smoke is below 5 in density - , u can put 5 in ur first field and the dissipation force ull apply will be affecting the smoke when the voxel density hits 5-

__________________________________________________

It´s about multithreadig: imagine someone owns a high-end-computer with 4 quad-core-cpus -> means a 16-core-system. Is FumeFX able to use all the cores for a simulation ?

Using 16 Cores ( 8 dual core Apexx) witch will become soon a 8 QUad Core with 16 gig of ram system under nt Server 64 bit from alpha phases and no problemo.. have fun and actually enjoy the Real Power ..You will need a special license \ build of Fume Fx to use Hi Muti Core Power ..

_________________________________________________


- ddiener - 01-13-2007

Thankyoufor clearing things !

About such a multi-core-multi-processor system i´ll ask kesimir directly, once i own such a machine from hell.


- sitnisati - 01-15-2007

2) "Advection Stride", how does it work in Detail ? Is it what i think: Voxel A has a velocity V, its neighbour-voxel B gets the full velocity V when "Advection Stride"=1.
Voxel B gets V/2, whe "Advection Stride" is 0.5 ?


Advection stride is relative to voxel size. It's quite a technical param and user needs to know that smaller strides will produce more accurate simulation. However, there is no visible benefit to go below 0.1.


3)"Buoyancy" affects, how fast Smoke/Fire rises with hot-temperatures, Right ?

Buoyancy is only related to temperature and determines how fast the hot air will move upwards.


Kresimir


- ddiener - 01-15-2007

Thank you for the in-depth-info.