Smoke & fire looks grainy?

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Old 11 November 2012   #1
Smoke & fire looks grainy?

Hi all,

What could be the reason for the fire & smoke looking grainy?

How do I adjust the quality of the fire, is it just the spacing that I have to focus on?
Could somebody please explain?

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Thanks all.
 
Old 12 December 2012   #2
You need to post a rendered frame not a preview

Posting preview window screengrabs is not at all accurate compared to a rendered frame. Even the best quality preview is not the same as a rendered frame. You should not use that as a final. The preview window is to provide exactly that a preview quality version so that you may determine if the fluid is behaving like you intend and a very rough final output.

Smaller spacing doesn't necessarily mean higher quality, it means more accuracy which in turn can lead to higher higher quality.

Start with getting a basic understanding of what is happening in a grid-based solver. The grid is made of X number of cells those cells are the size of the spacing value. When you add any number of elements to any cell then run the solver against it, things begin to happen according to the parameters the user inputs, parameters the solver accepts and what it does with them.

Fume is pretty much a two stage process: the first is running a simulation the second is rendering it. You need to determine first if the simulation is even ready to render, when you get to that stage THEN you begin working on your render settings.

There are any number of general/fuel/temperature settings that determine how your fire will behave. I am not really sure how to answer your question, it seems to open ended, you need to be I think a little more specific.
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Old 12 December 2012   #3
Johnny, you are really awesome. I got my answer even though, you said my question wasn't specific.

Seriously, I have done a lot of learning on FumeFX. I didn't just want to jump in and learn it practically. It s getting more interesting.

My simulation is going on right now, its the 3rd day.

Thanks Johnny for the detailed explanation.
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Old 12 December 2012   #4
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