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Smoke Sim for Organic Form

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  • Smoke Sim for Organic Form

    Hi,

    I am trying to recreate the attached organic form with Phoenix-FD smoke. I've managed to get close to it but not good enough.
    Does anyone have any suggestions on how to create it? It doesn't have to be 100% accurate.
    Maybe there are Phoenix presets or VDB's online that could help?
    For clarity, this isn't my image; it was generated by someone else.

    Thanks, N.

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  • #2
    Hey,

    Can you show us your results and the settings you have and maybe we can suggest on how to proceed from there?

    By the look of the image - it looks like it's AI generated, rather than a proper fluid sim.
    Georgi Zhekov
    Phoenix Product Manager
    Chaos

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    • #3
      Hi Georgi,

      Yes I agree, it looks like an AI image.
      I've done multiple iterations of this - the images below represent the current settings.
      Units are cm.
      Emitters are spheres, previously it was a long plane.
      I'm sure the settings are not great but, it's the doom loop of tweaking and tweaking.
      If you need any other info, let me know.
      Thanks, N.

      Click image for larger version

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      • #4
        Hello. The way I would approach this task is first to create a smooth smoke simulation. Switch to "Forward Transfer" advection method and maybe use the "Direct Smooth" conservation. Increasing the FPS will smooth the result even further. In addition, you can even smooth the smoke channel. The channel smoothing option is in the Input rollout of the simulator. For rendering, I would switch to Mesh mode and use the smoke channel to create a surface with some glass material applied. Then, I would create a Voxel Shader node and visualize the smoke inside the glass.

        At the end of this video, I used this rendering setup:
        https://youtu.be/VtzpLROnGIM

        I hope that helps. Cheers.

        Comment


        • #5
          Here's a quick setup with the method I described:
          https://gyazo.com/f1760dafdc8610495b40f544c8569672

          I didn't use the channel smoothing. Instead, I lowered the conservation quality. The default is 8. I set it to 2. The Phoenix simulator is rendered as a mesh with a glass material, picking the highlights. And inside, there's a Voxel Shader that renders the colored smoke.

          Comment


          • #6
            Thanks for taking the time to set that up, much appreciated!
            Was there audio on the video?
            I'm not very good with Phoenix so, there's a multitude of things that I am not doing right but, I'll continue testing.
            Thanks for your help.

            Comment


            • #7
              No, there's no audio in the capture, unfortunately. I just wanted to test if what I'm saying will actually work.

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