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.
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.
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.
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)
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