DOP PYRO

velocity voxel (sccale down ) - will be fast

PYRO Dense is not using Sparse!

PYRO Fields
Fuel - fuel
Burn - (only temporary field) recalc evey frame and if you cut out fuel it desaper.
Flames - heat dep on: fuel, butnrate- Heat is the intersection of fuel and temperature fields).
Smoke - density is like a mask dep on: fuel, butnrate, smoke amount
Expantion - divergence dep on: fuel burntrate, gas released
Temperature - temperature dep on: fuel, burnrates, flame contribution, burn ccontrib (may exist anywere).

pressure / confinment / pump / sink / vel (dop pyro name of source volume:v, target field: vel)

  • know your max density values !!! For shading
  • use open CL (advanced in solver)

Combustion:

Combustion model
0 Source emit fuel > which is ignited > produce flames and smoke > expand flames
1 Check if temp is high enough to ignite (shelf will set up) (how fast smoke and flames will rise )
2 Set burn = fuel * burn rate (how fast consume 1 is 1sek. have effect in amount of smoke/flames)
3 Generate smoke = burn * sooterate
4 Set heat - max(heat*burn)
5 Divergence = burn * gad release * burn influence gad release - how rapidly smoke expand
6 Increse temp burn*heatoutput
7 Reduce fuel by burn*(1-fuelinneffciency) fuelinneffciency - how much fuel is actually burned

Solver

[PYRO Solver] DOP

  1. OBJECT
  2. PRE-SOLVE
  3. VELOCITY
  4. ADVECTION
  5. SOURCE

Simulation:

Temperature difusion - how temperature blur
Bouyancy - lift up

Flame

Flame height - Control flame culling (high values bigger flames
Culing field > temperature - Fine adjustment

Smoke

no smoke - no density .
create dense smoke - for vulcans. Heavy smoke, higher than one
source - default from heat
smoke amount - 1
heat cutoff - smoke is produced onlyh in tip where heat is low. Higher value, , more smoke in between

Gas - combustion - for expantion
Temperature - contribution

Fuel

Slow affect fuel - can be lift by flames and burn in the air

Shape:

dissipation

make smoke evaporate ( higher > quicker)

disturbance

detail noise to velocity. blocklsize-size of detail

turbulence

general noise on whole sim sizae i H units

shredding

stretch small - y big - x of gradien temp

sharopnes

confinement

vortex like sworl motion

Color:

#nodes

[Smoke Object] DOP

  • container that stroe volumes set SOP paths for vdb (fog) volumes

temperature (temp needed for ignition) fuel Div… Burn Heat Velocuty - you can override scale o fvolume

Source

[Source Volume]

  • source somoke
  • set sop path: opinputpath("../",0)

apply data (1op:)

  • op 1 pod smoke obj znajdziesz ja za pomoca sop geometry wpietym w bar po prawej
  • need to change apply in all frames (constantly): Initial, set always, set default, set never (should fetch )

Microsolvers

[Gas resize fludi dynamic] DOP

2op

  • voxel that have almost 0 will delete and clean / initialisation dynamic when should follow moving source.
  • automatic sim bounds

[Gas Dissipation] DOP

3op - znikanie

  • diffusion is blur
  • evaporation rate. is: Substarct (1 - remove 100% smoke in a 1sec (0.7 liuve a littlebit ))

[Gas Disturbance] DOP

3op
take edges of sim and disturb to get granual details.

  • cutoff - how low of density or other reference volume shoud be in value to make it active

[Gas resize fluid dynamic] DOP

2op

Sourcing

[Pyro Source] SOP

  • initialize - sourse fuel -source smoke will add density and temperaturefields
  • mode
    • from surface
    • keep input if points

rasterize attributes

trails sop

  • compute velocity

NEW SOURCE : vdb with Fog volume named: density http://www.sidefx.com/docs/houdini/pyro/pyro_look.html
https://ceyhankapusuz.com/2017/01/09/houdini-micro-solvers-1/