Emission by attribute

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Hi everyone,

I'm currently melting an object and I want to emit smoke from a certain area of this object, more precisely from the part where there is a high viscosity amount.

Is there a simple way to emit smoke where there is a certain attribute ?

Thanks a lot,


Lewul.
https://vimeo.com/obreadytom [vimeo.com]
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Hey Lewul,

It feels like your doing some lava if I'm correct!??

Here is a little scene that I set up for you quickly! there might be other ways to do it but this a simple one.

Hope it helps!!

Attachments:
EmitFromAttrib.hip (1.7 MB)


lari
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Hi Lari !

No I'm melting a glass bottle ! But does a bottle actually emit smoke when melting ?

Thanks a lot for the scene !
https://vimeo.com/obreadytom [vimeo.com]
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Oh that's smart !
If I had more imagination sometimes…

But, is it possible to do it only in one dopnet ?

How can fluid and smoke can interact with each other when we have two dopnet ?

If my current simulation is the “AutoDopNetwork”, and not the “AutoDopNetwork1” or “AutoDopNetwork2”, does it means that all the dopnet will solve together ?

Again, thanks a lot Lari !

EDIT : it seems like glass doesn't emit smoke when it's melting… Too bad I would have been cool. (BUT I can do what I want !)
https://vimeo.com/obreadytom [vimeo.com]
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“But, is it possible to do it only in one dopnet ? ”
Sure, I don't see why not. I prefer to split “sometimes” into different DOP networks if I know I can sim one differently than the other (Sometimes you require both at the same time). This way I can write the first DOP and then write the second. But this is really my personal way of working.

“How can fluid and smoke can interact with each other when we have two dopnet ?”
In this case, what's happening, Pyro is looking at the source for velocity. Since we have FLIP particles with the vel attribute, it will be taken as your initial velocity in DOPs… ain't that cool!! Now you can add the mesh of your FLIP as a collision obj for your smoke.

Again in that case it doesn't matter if you need one or 2 DOP networks… it's a matter of preferences I guess!

Too bad that glass doesn't emit smoke while melting… I'm sure it's extremely hot at that point!! lol…
You can always add a little smoke coming from the droplets or the liquid inside evaporating ??

Jeff's links are really interesting!! tempting me on melting some geometry!!

glad to help!

lari
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So when there are more than one dopnet, if we enable all the dopnet at the same time they solve everything at the same time alsow ? I mean one dopnet doesn't solve before an other ?

I'm gonna have a very thin smoke where the bottle is melting I think, maybe i'ts not realistic, but if it looks cool…

Thanks a lot Lari ! And thanks Jeff for the links !
https://vimeo.com/obreadytom [vimeo.com]
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