Hello, I'm working on making smoke going through a pipe. Any tips for this?
The problem to solve for me seems to be detail/vs speed. I'd like the smoke to just travel the pipe but obviously things like buoyancy make it a bit tricky. In reality this pipe has it's own vacuum so there's no real impedance but I'm not sure how to fake that here. I took a shot at using a negative discharge rate on another source to try to suck up the smoke, but it seems that only work if the smoke touches the emitter. I can't seem to get it to suck up the smoke from far away even though it's a closed system with no air intakes. (maybe that doesn't matter, I'm not sure.)
When I make the emitter within the pipe bigger so I can get it over the initial bend of the tube, the smoke sort of fills the space so perfectly it just looks like a gray line in there. If I make the emitter smaller but have more discharge, it doesn't seem to want to make it down the pipe. Negative buoyancy seems to be hard to control with this weird setup I have, and I'm sure the problem is on my end so I'm just looking for any tips for a situation like this one. Would it make more sense to put a pflow down a path in there and use that instead? (Like how you might approach it with something like afterburn?)
I realize that in reality the smoke would be almost impossible to recognize as it would be whipping by quite quickly, and I'm looking for a less realistic but more recognizable setup here, which is a pain I know...
Also weird is that when I press f9 to do a quick render, sometimes it renders all the smoke and sometimes it doesn't. I can press render 2x in a row and get a different image. Examples labeled A and B here. Single omni light with ray traced shadows in the scene. It's super weird so I attached the scene here in case you want to investigate.
The problem to solve for me seems to be detail/vs speed. I'd like the smoke to just travel the pipe but obviously things like buoyancy make it a bit tricky. In reality this pipe has it's own vacuum so there's no real impedance but I'm not sure how to fake that here. I took a shot at using a negative discharge rate on another source to try to suck up the smoke, but it seems that only work if the smoke touches the emitter. I can't seem to get it to suck up the smoke from far away even though it's a closed system with no air intakes. (maybe that doesn't matter, I'm not sure.)
When I make the emitter within the pipe bigger so I can get it over the initial bend of the tube, the smoke sort of fills the space so perfectly it just looks like a gray line in there. If I make the emitter smaller but have more discharge, it doesn't seem to want to make it down the pipe. Negative buoyancy seems to be hard to control with this weird setup I have, and I'm sure the problem is on my end so I'm just looking for any tips for a situation like this one. Would it make more sense to put a pflow down a path in there and use that instead? (Like how you might approach it with something like afterburn?)
I realize that in reality the smoke would be almost impossible to recognize as it would be whipping by quite quickly, and I'm looking for a less realistic but more recognizable setup here, which is a pain I know...
Also weird is that when I press f9 to do a quick render, sometimes it renders all the smoke and sometimes it doesn't. I can press render 2x in a row and get a different image. Examples labeled A and B here. Single omni light with ray traced shadows in the scene. It's super weird so I attached the scene here in case you want to investigate.
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