any best practices high-res smoke sims?

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Hi all

I am currently working on a pyroclastic cloud sim where the camera is quite close to the smoke/cloud. I am currently at a division size of 0.25 (pyro node) and still get quite some “jagged/stair” effects in the sim.

With the 0.25 division size setting I already get 91 Gigs of cache files (for 250 frames) and a division size of 0.1 kills my system (24 Gigs of memory are not enough).

I am aware that I can do a segmentation/distribution of the sim, but I am not sure if that is the best approach.

Are there any “best practices” or some guidance that can be shared on how to get the best (rendered) result with sensible sim settings? Any advice is welcome, whether on the sim or on the render side.

Thanks and regards,
Michael

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Dr. Michael Boeni
Team-IMX
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