Sourcing is responsible for the injection of new quantities into the simulation.
For example, you may want to continuously add soot and heat inside a chimney to
animate smoke rising out of it. To do this, you would first generate these
source volumes using SOPs, then merge them into the simulation.
The recommended method to create the source volumes is by rasterizing point attributes. This approach allows for easy inspection and manipulation of sourced quantities. It also naturally accommodates more complex sourcing (such as for shrapnel trails), since you can use the results of a particle simulation to emit smoke and fire.
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Pyro Source |
Converts the source geometry into points with attributes (such as
temperature and density ). You can manipulate these attributes to
change the character of the fire/smoke generated from the source. For
example, to create a “fireball” effect you could generate very high
values for burn at the beginning of the effect and then quickly ramp
the values down so you get a single “blast” instead of continuous fire.
This node has controls for how to scatter the points on or inside the
source geometry, what attributes to create, and what to do with existing
attributes.
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Pyro Source Spread |
Simulates combustion of fuel and diffusion of heat on the points. This
node is especially useful for controlling and directing the spread of
flames across a given region.
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Pyro Burst Source |
Creates points for sourcing the core of the explosion, and lets you shape how the explosion will look.
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Pyro Muzzle Flash |
Creates points for a visible blast from the the muzzle of a firearm, and lets you shape how the muzzle flash will look.
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Pyro Shockwave |
Creates points for sourcing a shockwave from the core of the explosion, and lets you shape how the shockwave will expand.
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Pyro Scatter from Burst |
Creates points at the core of the explosion that can be used to generate trails, sparks, various particle simulations, and rigid body debris flying out of the explosion.
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Pyro Trail Path |
Generates curves to use as trails for the Pyro Trail Source node. This node also lets you control the shape of the curves.
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Pyro Trail Source |
Uses the output of Pyro Trail Path to generate the point sources that travel along the curves.
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Pyro Source Pack |
Creates a packed source set from the incoming volumes. You can merge
packed source sets into a source library, whose individual elements can
be instanced into pyro simulations.
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Pyro Spawn Sources |
Creates spawn points for sourcing pyro simulations with packed sets. You
can use spawn points to instance elements of a source library, while
precisely controlling their placement and timing.
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Pyro Source Instance |
Generates source instance points from spawn points. The
Pyro Solver SOP ingests these instance points and
performs the desired sourcing using packed source sets.
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Debris Source |
Uses the output of RBD Bullet Solver to generate the point sources near the regions where the fractured pieces have recently separated. Useful for emitting smoke from fracturing RBD pieces, such as building destructions.
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Attribute Noise |
Adds some randomness to the attribute values on the points to create more interesting and realistic smoke and fire effects.
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Volume Rasterize Attributes |
Generates a volume from the points and point attributes, for import into
DOPs or into the Pyro Solver SOP node.
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