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how to extend the dust devil from the turoial 500 frames

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  • how to extend the dust devil from the turoial 500 frames

    Hi, I'm trying to extrapolate the Chaos dust devil tutorial https://docs.chaos.com/display/PHX4MAX/Dust+Devil. Any ideas on how to make it taller and sustain a twisting dust devil over 500+ frames without immediately dissipating?

    I, while extrapolating from the tutorial made two clips. https://mega.nz/file/g14Q2SZT#ffn8lS...hixxXG-6a2uQPg.
    The first changed the frames to begin at 60 and ending at 600, animating the vortex till frame 500, increasing the grid height and increasing the emitter noise phase over the increased frames, while also extending the source velocity of 500 to 500 frames' ​with the simulation starting at 60 and ending at 600, animating the vortex till frame 500, increasing the grid height and increasing the emitter noise phase over the increased frames, while also extending the source velocity of 500 to 500 frames.

    For the second one, I tried to extend the twister dust devil by lowering the dynamics of smoke dissipation. It got worse. Any ideas?​
    Last edited by brit_bunkley; 20-01-2024, 08:55 PM.

  • #2
    Hello,

    First thing you might try is to increase the conservation quality
    https://docs.chaos.com/display/PHX4M...rvationQuality

    This should help with the smoke dissipation.

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    • #3
      Hello,

      To make the dust devil taller over a larger frame range you will need to adjust the grid height (increase the +Z limit in the Adaptive grid settings), adjust the keyframes for the Phoenix Source and the Vortex forces to be in the range you want to use and that's pretty much it.
      The dissipation is controlled by the Smoke dissipation in the Dynamics rollout and the Conservation quality that Zdravko mentioned in his post.

      What you also need to tweak are the final keyframes of the Vortex force - note that they will move the Vortex a bit to the side which will make the dust devil lose its shape.

      In your first test - everything looks good to me - it just looks like the Phoenix source stops emitting in the end.



      Georgi Zhekov
      Phoenix Product Manager
      Chaos

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      • #4
        Somehow I managed to get the beefy dust devil I was looking for - or close at least (it still is a bit whispy) to be viewed here: https://mega.nz/file/AohVxLbJ#1cCPfF...KNxEChRvl9ygFc:

        However, I noticed that the sky was Vray sky and not working with Corona, so I tried it again with the proper sky. When trying to make the simulation even more of a sustained and dark swirling mass, after trying several times, I simply couldn't get the same effect. It was always whispy and small. Any ideas?

        My settings are here:

        Click image for larger version  Name:	dust devil simulation.jpg Views:	0 Size:	690.3 KB ID:	1200175
        Last edited by brit_bunkley; 20-01-2024, 09:53 PM.

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        • #5
          I'm not entirely sure I understand the question. From your screenshot I get that you are using 3Ds MAX, so that's great!. And you are saying that you are using Corona so that's also good to know. And the V-ray sky texture wasn't working with Corona and the smoke appeared dark. So you added the a working sky texture and it got brighter? Am I getting this right?

          Are you asking how to control the color and the opacity of the smoke?

          Here is a short video that I recorded last night for another user showing how to control the smoke opacity: https://gyazo.com/a7a1f8aba4f1da3fe6d7149e7401b29c

          Assuming that you are happy with the shape and movement and by 'beefy' and 'whispy' you mean the opacity.
          Are you using the 'Simple Smoke' opacity mode or the 'Smoke' curve?

          And here's one more showing where you can open the 'Volumetric Render Settings' dialog from. Simply go into the Rendering rollout and click on the 'Volumetric Options' button.
          https://gyazo.com/e40a00521683d972b20b7da3b27350b7



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          • #6
            Yes, in the lack of my understanding of the interface vocabulary, beefy/whispy means "smoke opacity". That's it- the smoke opacity works when moving the spline in the Opacity diagram! I found smoke opacity under Phoenix Simulator → Rendering rollout and click the Volumetric Options button...as in the instructions in the tutorial- https://docs.chaos.com/display/PHX4MAX/Dust+Devil ...Then I animated the spline.

            This is perfect, and I don't have to redo the simulation! Thanks!​​
            Last edited by brit_bunkley; 22-01-2024, 06:56 PM.

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            • #7
              Hello, I'm not sure if I should have a separate post for this, but I am trying to make clouds move slowly across a landscape in a smooth, slow fashion with a surrealist
              out of whack scale.
              Click image for larger version

Name:	clouds still.jpg
Views:	67
Size:	520.5 KB
ID:	1200735

              But using the final file "Animated_Clouds_max2020_final-bonus-step" downloaded from the tutorial https://docs.chaos.com/display/PHX4MAX/Animated+Clouds, extending the simulations to 400 frames and running it, gets a very jerky cloud formation animation https://mega.nz/file/chIDnDxa#6WvYjP...qwdOZMlpvdx8AM, a bit better slowed down to 10% https://mega.nz/file/E5pGTawY#EKAZZ5...nWb4TWp680pfzE. But how to I make a seamlessly smooth cloud moving across the road? ... i just saw this https://docs.chaos.com/display/PHX4M...onSetup-Clouds and will look at it later.

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