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  • #46
    Yeah, thought that, the sim gives me always something between 1 and 2 SPF. What would happen if I increase or decrease the lower limit? If I increase it to 2 - does no sim take place at all? And what happens when decreasing?

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    • #47
      try to increase the advection step parameter and to decrease the lower spf limit
      ______________________________________________
      VRScans developer

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      • #48
        Originally posted by Ivaylo Katev View Post
        try...
        Ivaylo.

        Some weeks ago I finished the job and now I want to share the result: http://www.chaosgroup.com/forums/vbu...p?70552-secudo

        Thank you again for your support! It was amazing!

        And...

        ...another job ahead: Maybe I have to make a Molotov-Cocktail! So I have another question:

        Will it be possible to achieve (nearly) this with Phoenix?

        http://youtu.be/lfvceHUBWnU?hd=1

        A fracturing bottle with MassFX, filled with Phoenix liquid, flying through the air, smashing, firing up and exploding?

        What do you think? Will I make this?

        I think I will have much much more questions in the time coming...

        Sascha

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        • #49
          yes, i saw the videos in the image section.
          about the molotov, i think it is possible. first simulate the liquid. attach the simulator to the bottle and simulate the break, by default the "wind from movement" option is on, so the moving simulator will cause exactly the same effect as a moving bottle in astatic simulator. the second part is the fire itself, just select the first simulator as source in the second, the liquid surface will start to emit fire automatically
          ______________________________________________
          VRScans developer

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          • #50
            Ivaylo!
            Originally posted by Ivaylo Katev View Post
            yes, i saw the videos in the image section.
            Do you like it? And do you like the "BODO"-animation? http://www.chaosgroup.com/forums/vbu...php?70553-Bodo

            Originally posted by Ivaylo Katev View Post
            about the molotov, i think it is possible.
            Sounds good

            Originally posted by Ivaylo Katev View Post
            first simulate the liquid. attach the simulator to the bottle and simulate the break, by default the "wind from movement" option is on, so the moving simulator will cause exactly the same effect as a moving bottle in astatic simulator.
            Yeah, sounds like a good approach. So I think it would be possible to activate the adaptive grid - as long as the liquid is kept inside the bottle the grid should keep it´s shape - and after crashing the bottle the grid is growing as big as needed to let the liquid splash through the scene, am I right? Or is it better to work with two grids? One moving and one static - to switch between in the moment of crash? And let the liquid from the moving simulator drive the liquid for the static simulator?

            Originally posted by Ivaylo Katev View Post
            the second part is the fire itself, just select the first simulator as source in the second, the liquid surface will start to emit fire automatically
            And here I have a direct question: from where is the fire emitted? Equally all over the liquid surface? Or can I ignite the fire at a special point - as if I hold a burning match at a certain point - and the fire grows form there?

            Realistically I have a burning fabric that ignites the liquid in the moment the bottle crashes and the liquid touches the fabric. So I will have at least three sims: the liquid, the burning fabric and the fire from the liquid ignited by the fabric. Do you think I shall try to build this scenario like in real and let Phoenix calculate all? Or do I have to cheat anything?

            And while thinking about: maybe I have an idea to overcome the problem that Phoenix does not react on deforming surfaces... - ...testing... - ...or are any updates planned on this issue?

            Thank you and kind regards.

            Sascha
            Last edited by Sascha Selent; 12-11-2012, 02:38 AM.

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            • #51
              By the way...

              ...if I want to let the fabric burn I have to solve the deforming-meshes issue...

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              • #52
                Deforming meshes test

                Not too bad!


                Teapot = simple rigid body
                Yellow boxes = PFlow particles
                Red fabric = deforming mesh
                Last edited by Sascha Selent; 12-11-2012, 02:39 AM.

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                • #53
                  sometimes the lack of correct reacting is not so visible
                  ______________________________________________
                  VRScans developer

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                  • #54
                    Ivaylo!

                    Thanks for answering.

                    I think it would be possible to activate the adaptive grid - as long as the liquid is kept inside the bottle the grid should keep it´s shape - and after crashing the bottle the grid is growing as big as needed to let the liquid splash through the scene, am I right? Or is it better to work with two grids? One moving and one static - to switch between in the moment of crash? And let the liquid from the moving simulator drive the liquid for the static simulator?

                    Thank you for your help.

                    Sascha

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                    • #55
                      yes, the adaptive grid should do the trick. the other idea, to switch between two grids, looks weird for me.
                      just move the grid, break the bottle, and let the simulation to do the rest.
                      ______________________________________________
                      VRScans developer

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                      • #56
                        Originally posted by Ivaylo Katev View Post
                        yes, the adaptive grid should do the trick.
                        Thanks Ivaylo. I hope the job comes, that would be a really cool animation...

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                        • #57
                          Seems to me that smoke simply needs a dissipation parameter. If we're talking about real-world behavior, steam dissipates a lot faster than a burning rubber tire.

                          Bob

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                          • #58
                            Originally posted by Sascha Selent View Post
                            Thanks Ivaylo. I hope the job comes, that would be a really cool animation...
                            Yep, the job is there - so a molotov-cocktail is up to come

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                            • #59
                              yes, definitively smoke dissipation is needed, and we will add it. currently you can workaround it using temperature based opacity+cooling.
                              this is how i made this simple test
                              ______________________________________________
                              VRScans developer

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                              • #60
                                Hi Ivaylo,

                                can you tell me is smoke dissipation implemented? if not then when can we expect to see it?

                                thx

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