FumeFX Blocky Smoke


#1

We are seeing some strange Blocky looking smoke in FuneFX.
The scene is in Meter with millimeters in the system units.
The setting we are using are below the image.
Thanks in advance for any ideas…
David

Our settings:
Grid: Spacing .0652m
Width: 8m
Length: 8m
Height: 60m
Adaptive ON
Sensitivity 0.05
Simulation:
Quality: 5
Max iterations: 200
Simulation Steps: 1
Advection Stride: 0.5
Cubic Interpolation: OFF
Time Scale: 1.0
Gravity: 1
Buoncy: 1.0
Vorticity: 0.5
Vel Dampening: 0
X,Y,Z turbulance: All Zero

Turbulence Noise:
Scale: 0.02m
Detail: 1.0
Frames: 10

Fuel:
Ignition Temperature 100
Burn Rate: 60.0
Burnrate Variation: .1
Heat Production: 10.0
Expansion: 1.0
Fuel creats smoke OFF

Smoke:
Diss. Min. Dens: .1
Dissipation Strength: 3.0
Diffusion: 0


#2

The problem is that you have a lot of smoke in those voxels. Turn down the opacity and you’ll see it smooth out. The other option is to increase the resolution.


#3

^Lowering the smoke opacity will definitely help, play a little with the AFC curve too.

If that thing is going as fast as it looks like its going you can moBlur some of that out as well and save yourself a resim, or try increasing the jitter value/lower the rendering steps in the render tab, you will loose some finite detail but this will break it up with some noise.

You’ll be hard pressed to get that much smoke in a voxel to render clean. Lowering the spacing will certainly help make the effect smaller at the cost of baking the thing to burnt chicken status (translated - super long simulation time), try some render cheats first, IMHO :slight_smile:

EDIT: also if you are adding smoke to the voxel in your source you can raise your smoke density and dissipation values to kill of some of the older smoke, since you are birthing new smoke into the voxel on a constant basis.


#4

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