Hello
I have been using PhoenixFD for a couple of months now, and I have 2 questions:
1. I'm doing a fire simulation with a large smoke trail. To get nice flames of fire, the resolution of the grid is pretty high. This is causing the smoke to get super detailed. (which is something that is usually what you would want), but I have been asked to reduce the details in the smoke and make it softer. And that turend out to be kind of difficult! I have tried a few different things, like switching to "smooth" instead of "classic" but but the result looked wierd. (but softer)
Is there any way of achieving softer or "lowres" smoke without breaking up smoke and fire into separate containers? (It takes much longer to render in my tests.) Best case would be to solve this in rendering, or a post process if possible. (I only have fire and smoke channels though)
Next problem
2. I'm having a hard time to get the smoke to spread out and dispurse as it rises. It looks more like it fades off over time, and the shape gets too pointy at the top. The goal is to get it to be more funnel shaped. I'm using a turbulence field for adding movement, but the smoke seems to have only little or no outward motion, and more upward. (the up speed is good, just need more out.)
I'm currently using v2.2, so if there are anything in the nightly's that you think would help, let me know.
Thanks
M
I have been using PhoenixFD for a couple of months now, and I have 2 questions:
1. I'm doing a fire simulation with a large smoke trail. To get nice flames of fire, the resolution of the grid is pretty high. This is causing the smoke to get super detailed. (which is something that is usually what you would want), but I have been asked to reduce the details in the smoke and make it softer. And that turend out to be kind of difficult! I have tried a few different things, like switching to "smooth" instead of "classic" but but the result looked wierd. (but softer)
Is there any way of achieving softer or "lowres" smoke without breaking up smoke and fire into separate containers? (It takes much longer to render in my tests.) Best case would be to solve this in rendering, or a post process if possible. (I only have fire and smoke channels though)
Next problem
2. I'm having a hard time to get the smoke to spread out and dispurse as it rises. It looks more like it fades off over time, and the shape gets too pointy at the top. The goal is to get it to be more funnel shaped. I'm using a turbulence field for adding movement, but the smoke seems to have only little or no outward motion, and more upward. (the up speed is good, just need more out.)
I'm currently using v2.2, so if there are anything in the nightly's that you think would help, let me know.
Thanks
M
Comment