Hi,
I got an emitter mesh deformed by an animated noise spacewarp. My object is flying in the FFXbox.
The simulation init only when my object reach the center of the FFXbox, instead of the right of the box (where my animation begin). And the voxels aren't on my object, but at the pivot of the FFXbox.
Pointcache and PointcacheWSM does change anything.
If I turn of the noise spacewarp, everything is ok.
Any solution ?
Sorry for 'robbing' the Topic, but i have a problem with Spacewarps, too.
When creating a Fume with a spherical Wind-/Gravity-Spacewarp, it gives me wrong results. In detail: when looking at the Velocity of Voxels after simulating, the centre of the wind/gravity is not created where it should be (depending on the Spacewarp-Position).
Seems like FumeFX has problems with spherical Wind/Gravity ?
i just created a grid from scratch ..put a simple source in the middle of the grid , killed the fuel and killed the temperature.. then Created a Spherical WInd and a Spherical Gravity.. added the wind in the source rollout , then put the wind strenght to -10 and hit sim .. the smoke get pulled toward the wind as expected.. put the value to 10 and it s traveling away from the wind as expected .. i swaped the wind for the spherical gravity and redid the same test and it looks like working as expected their as well ..
can u do that test on ur side and see if you feel its not disturbing the velocity of the grids properly ?
if not share a scene so we can test it.. here everything shows up fine..
cheers,
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I didn´t try it with smoke, only for creating the velocity-field, and the displayed velocity looked strange (with both, positive and negative wind-/gravity- values). I´ll try it again with smoke, looking if it behaves as wanted. If not i post here again with scene.
@milwatt: 2 suggestions:
1) create an additional ffxSimpleSource, make it box, sett to freeflow. Set all channels to "add 0" and the speed- and noise-values to 0, too. (In fact, make sure that this source does not affect you sim in any way.) Then add it to the sim, set the simulation-grid "Sensivity" to 0.
Run again.
2) Try an "Mesher"-Compound with you emitter and use the Mesher with Fume.
Milwatt we need a scene that showes that worldspace problem.. look like that sounds like what ALlan Mckay was getting..
Here PointCached Object Local work s Fine ..
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milwatt Wrote:Hi,
I got an emitter mesh deformed by an animated noise spacewarp. My object is flying in the FFXbox.
The simulation init only when my object reach the center of the FFXbox, instead of the right of the box (where my animation begin). And the voxels aren't on my object, but at the pivot of the FFXbox.
Pointcache and PointcacheWSM does change anything.
If I turn of the noise spacewarp, everything is ok.
Hello,
If possible, please send me a scene so that we can take a look.
Kresimir
Hi, Kresimir.
I'd like to send you a mail with the file, but what is your mail adress ? I can't join a file via the forum mail.
It's about 22megas. Tell me if you got problems with the size. Maybe an ftp adress to upload scenes would be cool.
Thx
Milwatt
Please remove any objects from the scene that are not needed by FumeFX. Email zipped file to mailto:kresimir@afterworks.com and I'll take a look at it.
Thanks
Kresimir
on a slightly different note, but similar, with space warps, especially wind, does fume support sheltering? or will the velocity of the spacewarp propergate through the scene regardless of collision geometry. Im using wind at the moment, and i didnt notice this effect.
a nice effect, but not that useful in most cases. i was thinking about a car moving though smoke, creating a vaccuum behind it...which im gonna try once this project is done and dusted...
TD Noob
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Hello,
Wind is applied equally to every voxel in the grid, which means that on each frame, Wind SW velocities are just set.
However, you can place an empty source that will act as a wind source.
To do that, you will have to disable Temperature, Smoke and Fuel.
If you want adaptive grid to expand with only a wind source, you will have to set Adaptive Grid Sensitivity to 0.0.
Regards,
Kresimir
im not sure, but i once tried to do wind like that.. with an empt source, just emitting velocity...didnt worked. but maybe now..
VFX TD rsfx.de
CG Supervisor @ ScanlineVFX Munich
I will try the mesher technic.
Kresimir : I send you a scene by mail. Waiting for your answer.
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