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themegaforce
11-04-2009, 04:43 PM
Hi all,

As I said in a previous post, I am new with Pflow. I must to do smoke moving into a pipe. I am using Pflow with a speed by icon which have a path constaint(spline through the pipe). Now, we have particle flowing through the tube. For the smoke, I am using FumeFX with the object particle source. My question is : Did I use the correct method? I must use Pflow and fumeFX or just one of them?

Thank's in advafile:///E:/Travaux%20en%20Cours/Funktrip/Hennessy/Elaboration/Work/3D/Render/FumeFX_Test01/Screenshot/Screen04.jpgnce guys.

http://ups.imagup.com/05/1257396234_Screen04.jpg

Piflik
11-05-2009, 04:44 AM
Whatever brings the right results, is the right way...

JohnnyRandom
11-05-2009, 03:55 PM
^LOL, agreed, although I think you could just force it through using a simple source and extra velocity and temp. and take the whole particle system+collisions out of the equation, that is simply my personal opinion though, whatever works for you :)

SerdarVFX
11-05-2009, 09:29 PM
your method is ok...should bring the correct result :)

themegaforce
11-06-2009, 12:29 AM
Thank you guys for your responses. I continue in this direction. However, being new in the use of Pflow, I wiill test the advice of JohnnyRandom.

Good luck to all!

Mric.

andybyrne462
11-06-2009, 06:56 PM
you can probably get a nicer result and faster result just using a simple source.

themegaforce
11-06-2009, 08:42 PM
andybyrne462,
What do you mean by "using a simple source" ?

SerdarVFX
11-07-2009, 11:46 AM
@andy: I dont think that it will work because the voxels will not bounce if they come in contact with the cylinder.

JohnnyRandom
11-07-2009, 04:33 PM
If the tube/pipe is added to the simulation in the sources/objects tab it will be treated as a collision object and the fluid will respect it.

If you don't add it to the simulation it will of course be ignored and the fluid will pass through it.

Using a simple source only is the same as I suggested for the simple reason that as the pipe network gets longer and longer the memory/calculation overhead of using a particle system+collisions will rise drastically, leaving that much less memory available for the FumeFX simulation. Of course on a duke workstation with running a 64-bit OS/Apps and gobs of ram that shouldn't be an issue only the patience of waiting for the simulation to finish.

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