Collision Object effecting smoke


#1

Hey all,

I have the output from a Rayfire sim I am testing with and with fume I cannot make the collision object effecting the smoke.

basically as per the screen shot the fracture objects are inside a collision object ticked as solid. So basically while the frag segments are in the col object there is no smoke. When the animation kicks in and they leave the boundry of the collision object the smoke starts. That all works, but as you can see from the render the collision object is still effecting the smoke.

I am not sure what to change to make it not effect the smoke, but still work as the collision object so the whole thing doesn’t smoke before the animation starts?!

Any ideas with this one?

Cheers

S.


#2

Sorry, I am not really sure I understand what you are doing.

What is your problem? Describe your scene as if you are not the one that created it. I see what looks like smoke generated from fragments and colliding with what could be some pillars and/or a ground plane, other than that I can’t figure out what the hell you are asking about. :smiley: Your Fume slang and my Fume slang aren’t mixing.

The scene object “box” is what? This means nothing to me other than I see a few objects in that scene that could be a “box”

the fracture objects are inside a collision object ticked as solid

What do you mean by collision object? “Box” or Object Source emitter?

What/where is the Collision Object?

Your need to be descriptive if you are not going to include a scene file. :wink:


#3

ok… the rayfire objects are used in an object source for fume. There is a collision object that sits on the outside of them… a slightly larger shape than the fracture objects and it has been set up as a ‘solid’ collision object. When the fragmented objects are within the boundries of the collision object Fume does not emit smoke from them. As they fall outside of that collision object the smoke starts to emit. I do this so the whole rectangular fracture object isn’t emitting smoke, only as the fragments start to fall. That all works exactly as it should. The problem is, the collision object even though it is not visible in the shot interacts with the smoke as it comes up from the debris on the ground.

So basically I am masking the fragmented objects with a collision object to stop the smoke from emitting, but I was wondering if there is a way to not have the collision object interact with the smoke.


#4

Sorry for the late reply.

So you have an object wrapping your fragments to stop your fragments from emitting smoke. Interesting approach. You would need to dynamically remove that object from the simulation, ie remove it from the objects panel, auto-magically with maxscript, or stopping the simulation and manually removing the said objects, then continuing the simulation.

Is it not possible for you to use an animated map in the smoke (or fuel) channel on your fragments? Black = no smoke white = full smoke.


#5

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.