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smoke dissipation bug
#1
hi,

when simulating only smoke under rotational forces (i.e. setting Advection to "fields"), smoke gets dissipated dramatically for no clear reason. usually, the simulation starts nicely and after couple hundreds frames (e.g. 400 frames) smoke gets dissipated very quickly and underlying smoke emitters appear in the scene! This behaviour makes FumeFX unusable ...

My question: how to stop this behavior from happening, is it a bug in FumeFX, was fumeFX tested with forces for longer simulation, is there any workaround? I've tried the following without success:

1-increased solver quality to 10
2-increased maximum iterations to 900
3-tried different values from CFL, ranging from 2 to 5
4-set maximum simulation step to 3 (did not try higher bc I am using high grid resolution and 3 steps were enough to satisfy CFL condition)
5-used cubic interpolation
6-lowered Advection stride to 0.001
7-set vorticity to 0.2
8-set dissipation min dens to 0.0001 (and sometimes to 0.0)
9-set dissipation strength to 0.01 (and sometimes to 0.0 to eliminate dissipation altogether)

however, none of the above solves the problem! smoke always gets dramatically dissipated and I see underlying emitters.

As mentioned previously this problem is a show stopper and renders FumeFX unusable.

Any feedback is highly appreciated...
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#2
Which forces are you using? Do you have blocking sides in container? Sometimes it is also good to increase Velocity dumping under System, for limiting velocity.
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#3
Thanks Thomixioso for your feedback. Blocking are set to "None", will try introducing velocity damping. Will tests further cases and see what happens. Once more thanks for your input Smile
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#4
Actually, I need to make the smoke go fast as I am simulating a tornado, so introducing any damping would change the visual outcome i am looking for Smile

The problem, is fumeFX dissipates too much smoke for no reason, i even tried "default" advection and did not help...it might be a bug...will keep testing to confirm the behavior
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#5
Do you have Set smoke or Add smoke in your particle emitter?
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#6
Sorry for this late reply Smile I've tested both: add and set, and it does not changes the outcome. Anyways, after using FumeFX for sometime, I see that the only way to create long simulation is to compose multiple short sims instead of having lone one...
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