long fluids smoke trail


#1

I have a scene where i need to create really long smoke trail. obviously huge fluid container is not an option as its really long trail. what are the options to create long smoke trail with fluids. the smoke is highly detailed. so compromising on resolution is not an option.

Is there any way to transfer fluids data from one container to another, let say i have two fluids container and their few voxels are overlapped. can i transfer density and velocity from one to another container. like clustering from houdini or any other solutions

thanks

Ap


#2

use an nParticle as your emission point and your velocity influence then you can decide what size fluid containers to have. string them along in a chain overlapp will have minimum difference as long as the boundries are open.

also make sure to enable volume samples above 1 to get proper depth sorting when rendering.


#3

Mandark is getting things started with a spot on suggestion. Even if you don’t want to go the particle route, just have your emitter follow a motion path and make your containers along the path. Save time and only enable each container a frame or two before the emitter enters it.

“can i transfer density and velocity from one to another container. like clustering from houdini”

I want to just reign in you expectations a bit by stating that out of the box Houdini’s Pyro Clustering does not create fluid sims that transfer data from one container to another. Don’t get me wrong, it does make it easy to set up the multiple containers, but just wanted to put that out there.

Be very stingy with the resolution and size of your fluid containers. And if some are farther from camera than others, definitely reduce the resolution, even a little change could save you lots of time.


#4

hey mandark1011 and animatedfox thanks for the suggestion and sorry for being late in reply. The main issue i face here is the wind factor. I have to make smoke that matches the speed of the livePlate.

lets same my emitter is going in X direction and wind is also in X direction. so when i setup multiple containers with NONE as boundary the fluids will dissipates on the X boundary of the container, so the fluids from -X direction going towards X direction creates empty space. I hope I am able to explain my issue properly.

that is why i was looking for something to transfer density with velocity from one to another container.


#5

In that case you may want to look into a technique called OverBurn. Peter Shipkov created the best implementation ive seen. Basically you use a cloud particle type but shade it with a 3d fluid container.

http://petershipkov.com/development/overburn/overburn.htm

good luck


#6

thanks mandark i will try that for sure :slight_smile: