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
- OBJECT
- PRE-SOLVE
- VELOCITY
- ADVECTION
- 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
andtemperature
fields - 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/