Announcement

Collapse
No announcement yet.

can we get some video tutorials for vorticity

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • can we get some video tutorials for vorticity

    Hi any way to get video examples for these parameters. Still hard to tell what they do or when to use what.

    Classic Vorticity |

    Massive Vorticity |

    Smoke Surface/Temp. Surface |

    Large Scale |


    Thank you

  • #2
    Hey,

    Can you say more specifically which options you fin hard to understand? I'll just rephrase what is written in the docs otherwise:

    The difference between classic and massive vorticity is shown in the gifs in the docs.

    In massive vorticity mode, Smoke surface or Temp. Surface create small scale vortices only on the surface of the smoke or temperature channels, respectively, while the inner part of the fluid is not affected by vorticity.

    In massive vorticity mode, Large Scale creates... large scale vortices in the inner part of the fluid, helping it to retain its rolling movement longer.

    Cheers!
    Svetlin Nikolov, Ex Lead Phoenix developer

    Comment


    • #3
      Originally posted by Svetlin.Nikolov View Post
      Hey,

      Can you say more specifically which options you fin hard to understand? I'll just rephrase what is written in the docs otherwise:

      The difference between classic and massive vorticity is shown in the gifs in the docs.

      In massive vorticity mode, Smoke surface or Temp. Surface create small scale vortices only on the surface of the smoke or temperature channels, respectively, while the inner part of the fluid is not affected by vorticity.

      In massive vorticity mode, Large Scale creates... large scale vortices in the inner part of the fluid, helping it to retain its rolling movement longer.

      Cheers!
      Thank you
      I am trying to create similar underwater smoke/fire eruption and no luck. Are there any good setting for this? https://youtu.be/hmMlspNoZMs?t=57s

      Thanks

      Comment


      • #4
        Hey,

        There are a couple related topics:

        - Here is the scene for the example videos on the docs site: https://forums.chaosgroup.com/forum/...gs-for-samples

        - And here's ben_hamburg 's original underwater volcano simulation thread - there are a few more after this one. Maybe he would be able to share his some sim settings: https://forums.chaosgroup.com/forum/...322#post959322

        To me it looks like you could use the docs video scene as a base, animate the source emission so that it pulsates, and add a veeery weak drag force so the smoke doesn't run away and instead stays and mixes with the newly emitted one. Looks to me like the vorticity settings should be at default, or with a slightly boosted smoke surface vorticity and large scale vorticity. You should also use PCG and at least a quality of 40-50 when you are aiming at realistic smoke rolling.

        Hope this helps!
        Svetlin Nikolov, Ex Lead Phoenix developer

        Comment


        • #5
          Originally posted by Svetlin.Nikolov View Post
          Hey,

          There are a couple related topics:

          - Here is the scene for the example videos on the docs site: https://forums.chaosgroup.com/forum/...gs-for-samples

          - And here's ben_hamburg 's original underwater volcano simulation thread - there are a few more after this one. Maybe he would be able to share his some sim settings: https://forums.chaosgroup.com/forum/...322#post959322

          To me it looks like you could use the docs video scene as a base, animate the source emission so that it pulsates, and add a veeery weak drag force so the smoke doesn't run away and instead stays and mixes with the newly emitted one. Looks to me like the vorticity settings should be at default, or with a slightly boosted smoke surface vorticity and large scale vorticity. You should also use PCG and at least a quality of 40-50 when you are aiming at realistic smoke rolling.

          Hope this helps!
          Thanks a lot!

          Comment


          • #6
            I experimented a lot on that, but having several source emitters is key, so you can get some irregularities.
            I also animated the source as svetlin suggested above. At the beginning I was animating the sources, so after each ouch there was a 2-3 frame negative value, but that ended up creating too many turbulences throughout the volume, so I just had small burst with emission back to zero each time.

            I also played around with drag, I can´t quite recall, but I think I just found it too hard to control or it didn´t help much with the look, but let me know if you have different experiences with it, since I have to animate a lot of "smoke under water" kind of FX for my job....

            Comment

            Working...
            X