############# Turbulence FD ############# **General** - Basic Workflow - Add the Turbulence Container. - Add an TFD Emitter tag to an Object. - Set the Tag>Channel>Temperature to at at least 1. - All kinds of particles can be advected by TFD and follow the physical rules of the simulation. - You can offset cache of TFD to make two different flames but still in the same cache (i.e. saving file). Rendering>General>Frame Offset - Problem: On Dry Ice, the emission is somehow trapped in the collider. - Advection - To advect particles, it is necessary to Cache the velocity of the TFD simulation. - To advect, there is no necessary voodo. Just have the emitter on top of the TFD simulation (per viewport) and have the Simulation>Velocity>Particle Velocity Scale to 100% - Except for the thinking particles. It requires additional voodoo. - Fuel mask channel. - Thick smoke, have the opacity set up to the left. - Multiple Scattering is needed for the fire to light the smoke. - Get the atmosphere pass for the compositing of the fire and smoke.   - Your Collision-Object doesn't have an actual thickness. You extruded it without having "Create Caps" enabled in the extrude tool. So your object doesnt have an inner wall... - Also you will have to make the object quite thick, because if the wall is too thin, it's thinner than the voxel size and will leak.. - Timing is for the slowmotion - That mountainous smoke shader mapping - Animated noise is nice! - Object can be collider and an emitter at the same time - TempDiffussion is just a blur. like having a kamekameha. - negative pressure is like an attractor. - Faster render. Set the smoke shader to 0.01 instead of 0.0000 - Avoid having the same number of small and large size in the turbulence - Sub grid detail is nice to enhance the detail. Pseduo. But make sure to the velocity is cached. - Arnold Render: Add a Volume Material to the container. Then have the channel in the density set to smoke. - You have to increase both the regular sample and the volume sample to reduce noise. - Increasing the quality of the volume is to increase the step size from 10 to 1. - Use a small or no distance between smallest size and largest size. - Ignite TFD - Adjust Illumination Resolution: 100% to 50% - Step size and shadow step size from 50% to 90% - Illumination resolution 100% to illumination resolution 50%.  - In TFD, to have the density old to affect. Is have density only and no temperature. Temperature is the one that causes things to rise up. - Emitter Raidus and Velocity Weight matters a lot. - TFD emitter and TFD container must have same radius/voxel values. If your emitter has more resolution than your object itself, you are creating a lot more stuff for your computer to think. - collission size should be higher than voxel size so they don't penetrate. Collission size is manually determined using just a plain primitives. **Channel Settings** - Higher temperature means the smoke/fire rise faster. - Density is for the smoke, dust or dry ice. - Fuel only matters if it catches fire. - Use the Burn Value to create a fire. (And also temperature) **Solver Settings** - The turbuluence. Higher values are okay say 350cm. And the smallest and largest size. Actually matters. Smallest size is somewhat similar to the voxe l size - Velocity in the simulation tab deals with the particles - Vortiity and turbulence normally applies uniformaly which is not not that good for instance small swirl will get the same effect with the large swirl better map it to a channel - Damp Velocity is like the Viscousity