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