
ComparaSim
Visually Compare Simulation Settings
In addition to visually comparing settings, you'll also find useful pop-ups that provide definitions and info for a variety of parameters. That makes ComparaSim a great educational resource as well.
To get started, choose a topic on the right or keyword search a parameter that you're interested in exploring. All simulation settings are tested at the defaults unless specified otherwise.

Pyro
ComparaSim Smoke, Fire, and Explosions
Smoke Scenarios
Disturbance Magnitude
Disturbance Block Size
Disturbance Continuous
Sourcing Variation
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Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
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Density + Temperature fields @ the default values when using the "initialize smoke" preset
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Disturbance block size = 0.075m
-
Threshold Field = Density
- Threshold Range = 10,000 - 0 to effectively apply disturbance evenly throughout the entire sim.
- Substeps = Range from 1 to 5 based on CFL
- CFL Condition = 8 (Advection over 0.1m triggers substeps)
- Advection Reflection Disabled
- Approximate voxel count = 5.6 million (per sim)
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Density + Temperature fields @ the default values when using the "initialize smoke" preset
-
Disturbance Magnitude = 10
-
Threshold Field = Density
-
Source does not feature noise breakup
-
Threshold Range = 10,000 - 0 to effectively apply disturbance evenly throughout the entire sim.
-
Substeps = Range from 1 to 5 based on CFL
-
CFL Condition = 8 (Advection over 0.1m triggers substeps)
-
Advection Reflection Disabled
-
Approximate voxel count = 5.6 million (per sim)
-
Dissipation = 0.025
-
Cooling Rate = 0.25
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
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Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Density + Temperature sourced fields @ the default values when using the "initialize smoke" preset
-
Dissipation = 0.025
-
Source volumes do not feature breakup
-
Threshold Field = Density
-
Threshold Range = 10,000 - 0 to effectively apply disturbance evenly throughout the entire sim.
-
Substeps = Range from 1 to 5 based on CFL
-
CFL Condition = 8 (Advection over 0.1m triggers substeps)
-
Advection Reflection Disabled
-
Cooling Rate = 0.25
-
Approximate voxel count = 5.6 million (per sim)
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
No breakup in the source
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Turbulence Swirl Size = 0.1
-
Influence Threshold = -1
-
Turbulence = 3
The turbulence tests use the turbulence microsolver within dops rather than the turbulence settings found directly on the sop-level pyro solver. The reason for this is because it's easier to control the Threshold Field / Influence threshold by setting the "Influence Threshold" to -1. This allows turbulence to affect all areas equally. The seed for the turbulence is also changed for each simulation.
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The smoke scenario places a higher emphasis on disturbance parameters. Just about every smoke simulation requires it in order to achieve a detailed look. There are exceptions to this, (if your simulation is heavy in viscosity, for example), but most smoke simulations place a greater emphasis on disturbance.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
No breakup in the source
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Turbulence Scale / Magnitude = 0.5
-
Influence Threshold = -1
-
Turbulence = 3
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
Source features medium breakup
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Disturbance Magnitude = 10
-
Disturbance Block Size = 0.5
-
Disturbance Threshold Range = 10,000 - 0
-
Turbulence Scale / Magnitude = 0.1
-
Turbulence Swirl Size = 2.5
-
Influence Threshold = -1
-
Turbulence = 4
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.015m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
Source features medium breakup
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Simulation Type = Dense (With OpenCL)
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Max Substeps = 99,999 (Substeps strictly determined by CFL)
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CFL Condition = 7
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Advection-Reflection = Disabled
-
Cooling Rate = 0.25
The timescale parameter is tested with 99,999 substeps and a CFL condition of 7. By doing this, it allows the pyro solver to use as many substeps as necessary to solve an accurate result. This is especially important to do when increasing the timescale because otherwise you will get inaccurate values and volume loss. In addition, during testing, there were some issues when using the turbulence microsolver within dops. Higher substeps led to higher values in the turbulence. So, if you decide to increase the timescale of a simulation, it's important to also double check that all your other microsolvers remain unaffected. If you are encountering issues with timescale, another method is to cache out additional frames at a regular speed and then use a retime node to speed things up when reading the cache from disk.
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The smoke scenario places a higher emphasis on disturbance parameters. Just about every smoke simulation requires it in order to achieve a detailed look. There are exceptions to this, (if your simulation is heavy in viscosity, for example), but most smoke simulations place a greater emphasis on disturbance.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
Source features medium breakup
-
Simulation Type = Dense (With OpenCL on)
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Disturbance Magnitude = 5
-
Disturbance Block Size = 0.5
-
Disturbance Threshold Range = 10,000 - 0
Substeps are very important to pyro simulations because they provide extra detail, prevent mushroom shapes on the leading edges of plumes, prevent data loss when moving at high speeds, and assist in collision detection. In practice, I often rely on the CFL condition and set the max substeps to a very high value (like 99,999). For more info on the CFL condition, visit the keyword links below. In situations that feature really heavy pyro simulations, however, it may be better to explicitly state how many substeps you're looking for. Note that going from 1 to 2 substeps makes a dramatic difference. The change after 2 substeps becomes less impactful. However, once you reach about 5, the smaller impacts add up to a significant change in shape / detail.
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The smoke scenario places a higher emphasis on disturbance parameters. Just about every smoke simulation requires it in order to achieve a detailed look. There are exceptions to this, (if your simulation is heavy in viscosity, for example), but most smoke simulations place a greater emphasis on disturbance.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
Source features medium breakup
-
Simulation Type = Dense (With OpenCL on)
-
Advection-Reflection = Double-Project
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Dissipation = 0.025
-
Cooling Rate = 0.25
-
Disturbance Magnitude = 5
-
Disturbance Block Size = 0.5
-
Disturbance Threshold Range = 10,000 - 0
This test explores the visual impacts of Advection-Reflection. This is a great way to introduce extra details in your pyro simulations. It can help break up mushroom shapes on the leading edges of plumes. It also works better when you add substeps. It can also help preserve circular shapes in the plume.
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The smoke scenario places a higher emphasis on disturbance parameters. Just about every smoke simulation requires it in order to achieve a detailed look. There are exceptions to this, (if your simulation is heavy in viscosity, for example), but most smoke simulations place a greater emphasis on disturbance.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Max Substeps = 99,999
-
CFL Condition = 12
-
Source features moderate breakup
-
Density + Temperature fields @ default value when using the “initialize smoke” option
-
Cooling Rate = 0.25
-
Disturbance Scale / Magnitude = 5
-
Disturbance Base Block Size = 0.5m
-
Disturbance Threshold Range = 10,000 - 0
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Max Substeps = 99,999
-
CFL Condition = 12
-
Source features moderate breakup
-
Density + Temperature fields @ default value when using the “initialize smoke” option
-
Cooling Rate = 0.25
-
Dissipation = 0.025
-
Disturbance Scale / Magnitude = 5
-
Disturbance Base Block Size = 0.5m
-
Disturbance Threshold Range = 10,000 - 0
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Max Substeps = 99,999
-
CFL Condition = 12
-
Source features moderate breakup
-
Density is sourced at the default value when using the “initialize smoke” option
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Temperature is scaled up to a value of 4 to emphasize the impact of temperature diffusion with the sourced operation set to “add”
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Cooling Rate = 0.5
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Dissipation = 0.025
-
Disturbance Scale / Magnitude = 5
-
Disturbance Base Block Size = 0.5m
-
Disturbance Threshold Range = 10,000 - 0
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Max Substeps = 99,999
-
CFL Condition = 12
-
Source features moderate breakup
-
Density is sourced at the default value when using the “initialize smoke” option
-
Temperature is scaled up to a value of 4 to emphasize the impact of temperature diffusion with the sourced operation set to “add”
-
Dissipation = 0.025
-
Disturbance Scale / Magnitude = 5
-
Disturbance Base Block Size = 0.5m
-
Disturbance Threshold Range = 10,000 - 0
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 0.25
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Advection-Reflection = Disabled
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Dissipation = 0.025
-
Cooling Rate = 0.25
The sourcing variation demonstrates the effect of sourcing breakup. It ranges from very small breakup to the left to heavy breakup on the right. Both density and temperature have their volumes broken up in the same manner.
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The smoke scenario places a higher emphasis on disturbance parameters. Just about every smoke simulation requires it in order to achieve a detailed look. There are exceptions to this, (if your simulation is heavy in viscosity, for example), but most smoke simulations place a greater emphasis on disturbance.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Max Substeps = 99,999
-
CFL Condition = 12
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Source features no sourcing breakup
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Density and Temperature are sourced at the default values when using the “initialize smoke” option
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Dissipation = 0.025
In this test, we explore the impact that sourcing has on a default smoke plume. These collisions are placed within the barrels at their openings. There are a few interesting things to note in these tests: For one, it's interesting to note that the first two collisions spread the narrow smoke source wider to encompass the tops of the barrels. As the smoke is advected, they also create interesting details right above the barrels. The second collision object features a more organic, spherical openings, and also slows down the smoke more than the checkered grates do. The last couple of collision objects are interesting because they break up the shape of the smoke plumes without affecting their width as much. If you compare the first barrel (with no collision) vs. the last barrel, you'll notice how much detail is being added into the leading edge of the plume. This greatly helps in breaking up mushroom shapes. Last but not least, when colliding against smaller objects, it's important to use more substeps in order to ensure collision detection. In these tests, the CFL condition is set to 6. This means that if a value travels more than 0.075m (6*0.0125), the solver will introduce more substeps. More substeps = more simulation time, however, in the case of using collisions to break up shapes, it tends to be well worth it for the quality that you get. For a more intense effect, you can also increase the collision velocity. This will push the smoke away from the collisions more aggressively to introduce more breakup of the shapes.
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The smoke scenario places a higher emphasis on disturbance parameters. Just about every smoke simulation requires it in order to achieve a detailed look. There are exceptions to this, (if your simulation is heavy in viscosity, for example), but most smoke simulations place a greater emphasis on disturbance.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
Fire Scenarios
Timescale
Shredding Squash
Disturbance Magnitude
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Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
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Density + Temperature fields @ the default values when using the "initialize smoke" preset
-
Disturbance block size = 0.075m
-
Threshold Field = Density
- Threshold Range = 10,000 - 0 to effectively apply disturbance evenly throughout the entire sim.
- Substeps = Range from 1 to 5 based on CFL
- CFL Condition = 8 (Advection over 0.1m triggers substeps)
- Advection Reflection Disabled
- Approximate voxel count = 5.6 million (per sim)
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The fire scenario places a higher emphasis on shredding parameters. Just about every fire simulation requires it in order to achieve a detailed look. More specifically, it’s important to balance the right amount of viscosity and shredding. With more viscosity, you will need more shredding. In these tests, we’ve established a default shredding / viscosity amount, but keep in mind that this may be different in your scene. If you’re establishing a fire simulation from scratch, then the first thing you ought to balance is the right amount of viscosity and shredding.
Another important thing to consider with fire is that the perceived “speed” of the fire will also be reliant on the amount of shredding. More shredding = fire that feels like it’s moving faster.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
For more info on particular terms and what they mean, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Density + Temperature fields @ the default values when using the "initialize smoke" preset
-
Disturbance Magnitude = 10
-
Threshold Field = Density
-
Source does not feature noise breakup
-
Threshold Range = 10,000 - 0 to effectively apply disturbance evenly throughout the entire sim.
-
Substeps = Range from 1 to 5 based on CFL
-
CFL Condition = 8 (Advection over 0.1m triggers substeps)
-
Advection Reflection Disabled
-
Approximate voxel count = 5.6 million (per sim)
-
Dissipation = 0.025
-
Cooling Rate = 0.25
Adding more squash will cause the flame to flick closer towards the threshold value. So, as an example, if you were to have the threshold field value at 0.5, lots of squash will cause the flame to flick closer to that 0.5 value. Visually, this creates shorter and broader looking fire. In addition, you will get a slightly faster edge of the flame due to the upwards movement being disrupted more aggressively.
-----------
The fire scenario places a higher emphasis on shredding parameters. Just about every fire simulation requires it in order to achieve a detailed look. More specifically, it’s important to balance the right amount of viscosity and shredding. With more viscosity, you will need more shredding. In these tests, we’ve established a default shredding / viscosity amount, but keep in mind that this may be different in your scene. If you’re establishing a fire simulation from scratch, then the first thing you ought to balance is the right amount of viscosity and shredding.
Another important thing to consider with fire is that the perceived “speed” of the fire will also be reliant on the amount of shredding. More shredding = fire that feels like it’s moving faster.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
For more info on particular terms and what they mean, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Density + Temperature sourced fields @ the default values when using the "initialize smoke" preset
-
Dissipation = 0.025
-
Source volumes do not feature breakup
-
Threshold Field = Density
-
Threshold Range = 10,000 - 0 to effectively apply disturbance evenly throughout the entire sim.
-
Substeps = Range from 1 to 5 based on CFL
-
CFL Condition = 8 (Advection over 0.1m triggers substeps)
-
Advection Reflection Disabled
-
Cooling Rate = 0.25
-
Approximate voxel count = 5.6 million (per sim)
----------------
The fire scenario places a higher emphasis on shredding parameters. Just about every fire simulation requires it in order to achieve a detailed look. More specifically, it’s important to balance the right amount of viscosity and shredding. With more viscosity, you will need more shredding. In these tests, we’ve established a default shredding / viscosity amount, but keep in mind that this may be different in your scene. If you’re establishing a fire simulation from scratch, then the first thing you ought to balance is the right amount of viscosity and shredding.
Another important thing to consider with fire is that the perceived “speed” of the fire will also be reliant on the amount of shredding. More shredding = fire that feels like it’s moving faster.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
For more info on particular terms and what they mean, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
No breakup in the source
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Turbulence Swirl Size = 0.1
-
Influence Threshold = -1
-
Turbulence = 3
----------
The fire scenario places a higher emphasis on shredding parameters. Just about every fire simulation requires it in order to achieve a detailed look. More specifically, it’s important to balance the right amount of viscosity and shredding. With more viscosity, you will need more shredding. In these tests, we’ve established a default shredding / viscosity amount, but keep in mind that this may be different in your scene. If you’re establishing a fire simulation from scratch, then the first thing you ought to balance is the right amount of viscosity and shredding.
Another important thing to consider with fire is that the perceived “speed” of the fire will also be reliant on the amount of shredding. More shredding = fire that feels like it’s moving faster.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
For more info on particular terms and what they mean, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
No breakup in the source
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Turbulence Scale / Magnitude = 0.5
-
Influence Threshold = -1
-
Turbulence = 3
In our tests, we decided to use the “Flame” field instead of the default “Temperature” field when determining where the shredding takes place. The reason for doing this is because it’s easier to control. When setting the threshold field to “Flame” you can use a volume slice on your fire, visually determine where you want it to flick, and then set your threshold value there. In this way, it’s much easier to control where this break happens.
You’ll notice that the higher the threshold, the higher the flame goes without breaking its shape. Because the threshold is set to flame, sourcing more into the flame field will cause this value to change/vary.
--------------
The fire scenario places a higher emphasis on shredding parameters. Just about every fire simulation requires it in order to achieve a detailed look. More specifically, it’s important to balance the right amount of viscosity and shredding. With more viscosity, you will need more shredding. In these tests, we’ve established a default shredding / viscosity amount, but keep in mind that this may be different in your scene. If you’re establishing a fire simulation from scratch, then the first thing you ought to balance is the right amount of viscosity and shredding.
Another important thing to consider with fire is that the perceived “speed” of the fire will also be reliant on the amount of shredding. More shredding = fire that feels like it’s moving faster.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
For more info on particular terms and what they mean, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
Source features medium breakup
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Disturbance Magnitude = 10
-
Disturbance Block Size = 0.5
-
Disturbance Threshold Range = 10,000 - 0
-
Turbulence Scale / Magnitude = 0.1
-
Turbulence Swirl Size = 2.5
-
Influence Threshold = -1
-
Turbulence = 4
In practice, higher shredding stretch magnitude values might work quite well in forest fire and/or larger scale environments that feature violent, epic flames. Another scenario might be a burning engine. Keep in mind that faster looking fire often equals smaller scaled fire. The larger your scene is, the slower your flames need to move. So, be sure to look at reference and watch out for this issue if you decide to increase the shredding stretch magnitude. Otherwise, it can be an effective way of making your fire feel more violent.
----------------
The fire scenario places a higher emphasis on shredding parameters. Just about every fire simulation requires it in order to achieve a detailed look. More specifically, it’s important to balance the right amount of viscosity and shredding. With more viscosity, you will need more shredding. In these tests, we’ve established a default shredding / viscosity amount, but keep in mind that this may be different in your scene. If you’re establishing a fire simulation from scratch, then the first thing you ought to balance is the right amount of viscosity and shredding.
Another important thing to consider with fire is that the perceived “speed” of the fire will also be reliant on the amount of shredding. More shredding = fire that feels like it’s moving faster.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
For more info on particular terms and what they mean, click the keyword links below:
-
Voxel Size = 0.015m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
Source features medium breakup
-
Simulation Type = Dense (With OpenCL)
-
Max Substeps = 99,999 (Substeps strictly determined by CFL)
-
CFL Condition = 7
-
Advection-Reflection = Disabled
-
Cooling Rate = 0.25
------------------
The fire scenario places a higher emphasis on shredding parameters. Just about every fire simulation requires it in order to achieve a detailed look. More specifically, it’s important to balance the right amount of viscosity and shredding. With more viscosity, you will need more shredding. In these tests, we’ve established a default shredding / viscosity amount, but keep in mind that this may be different in your scene. If you’re establishing a fire simulation from scratch, then the first thing you ought to balance is the right amount of viscosity and shredding.
Another important thing to consider with fire is that the perceived “speed” of the fire will also be reliant on the amount of shredding. More shredding = fire that feels like it’s moving faster.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
For more info on particular terms and what they mean, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
Source features medium breakup
-
Simulation Type = Dense (With OpenCL on)
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Disturbance Magnitude = 5
-
Disturbance Block Size = 0.5
-
Disturbance Threshold Range = 10,000 - 0
Substeps are very important to pyro simulations because they provide extra detail, prevent mushroom shapes on the leading edges of plumes, prevent data loss when moving at high speeds, and assist in collision detection. In practice, I often rely on the CFL condition and set the max substeps to a very high value (like 99,999). For more info on the CFL condition, visit the keyword links below. In situations that feature really heavy pyro simulations, however, it may be better to explicitly state how many substeps you're looking for. Note that going from 1 to 2 substeps makes a dramatic difference. The change after 2 substeps becomes less impactful. However, once you reach about 5, the smaller impacts add up to a significant change in shape / detail.
------------------
The smoke scenario places a higher emphasis on disturbance parameters. Just about every smoke simulation requires it in order to achieve a detailed look. There are exceptions to this, (if your simulation is heavy in viscosity, for example), but most smoke simulations place a greater emphasis on disturbance.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
Source features medium breakup
-
Simulation Type = Dense (With OpenCL on)
-
Advection-Reflection = Double-Project
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Disturbance Magnitude = 5
-
Disturbance Block Size = 0.5
-
Disturbance Threshold Range = 10,000 - 0
This test explores the visual impacts of Advection-Reflection. This is a great way to introduce extra details in your pyro simulations. It can help break up mushroom shapes on the leading edges of plumes. It also works better when you add substeps. It can also help preserve circular shapes in the plume.
--------------------
The smoke scenario places a higher emphasis on disturbance parameters. Just about every smoke simulation requires it in order to achieve a detailed look. There are exceptions to this, (if your simulation is heavy in viscosity, for example), but most smoke simulations place a greater emphasis on disturbance.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Max Substeps = 99,999
-
CFL Condition = 12
-
Source features moderate breakup
-
Density + Temperature fields @ default value when using the “initialize smoke” option
-
Cooling Rate = 0.25
-
Disturbance Scale / Magnitude = 5
-
Disturbance Base Block Size = 0.5m
-
Disturbance Threshold Range = 10,000 - 0
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Max Substeps = 99,999
-
CFL Condition = 12
-
Source features moderate breakup
-
Density + Temperature fields @ default value when using the “initialize smoke” option
-
Cooling Rate = 0.25
-
Dissipation = 0.025
-
Disturbance Scale / Magnitude = 5
-
Disturbance Base Block Size = 0.5m
-
Disturbance Threshold Range = 10,000 - 0
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Max Substeps = 99,999
-
CFL Condition = 12
-
Source features moderate breakup
-
Density is sourced at the default value when using the “initialize smoke” option
-
Temperature is scaled up to a value of 4 to emphasize the impact of temperature diffusion with the sourced operation set to “add”
-
Cooling Rate = 0.5
-
Dissipation = 0.025
-
Disturbance Scale / Magnitude = 5
-
Disturbance Base Block Size = 0.5m
-
Disturbance Threshold Range = 10,000 - 0
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Max Substeps = 99,999
-
CFL Condition = 12
-
Source features moderate breakup
-
Density is sourced at the default value when using the “initialize smoke” option
-
Temperature is scaled up to a value of 4 to emphasize the impact of temperature diffusion with the sourced operation set to “add”
-
Dissipation = 0.025
-
Disturbance Scale / Magnitude = 5
-
Disturbance Base Block Size = 0.5m
-
Disturbance Threshold Range = 10,000 - 0
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 0.25
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-------------
The fire scenario places a higher emphasis on shredding parameters. Just about every fire simulation requires it in order to achieve a detailed look. More specifically, it’s important to balance the right amount of viscosity and shredding. With more viscosity, you will need more shredding. In these tests, we’ve established a default shredding / viscosity amount, but keep in mind that this may be different in your scene. If you’re establishing a fire simulation from scratch, then the first thing you ought to balance is the right amount of viscosity and shredding.
Another important thing to consider with fire is that the perceived “speed” of the fire will also be reliant on the amount of shredding. More shredding = fire that feels like it’s moving faster.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
For more info on particular terms and what they mean, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Max Substeps = 99,999
-
CFL Condition = 12
-
Source features no sourcing breakup
-
Density and Temperature are sourced at the default values when using the “initialize smoke” option
-
Dissipation = 0.025
In this test, we explore the impact that sourcing has on a default smoke plume. These collisions are placed within the barrels at their openings. There are a few interesting things to note in these tests: For one, it's interesting to note that the first two collisions spread the narrow smoke source wider to encompass the tops of the barrels. As the smoke is advected, they also create interesting details right above the barrels. The second collision object features a more organic, spherical openings, and also slows down the smoke more than the checkered grates do. The last couple of collision objects are interesting because they break up the shape of the smoke plumes without affecting their width as much. If you compare the first barrel (with no collision) vs. the last barrel, you'll notice how much detail is being added into the leading edge of the plume. This greatly helps in breaking up mushroom shapes. Last but not least, when colliding against smaller objects, it's important to use more substeps in order to ensure collision detection. In these tests, the CFL condition is set to 6. This means that if a value travels more than 0.075m (6*0.0125), the solver will introduce more substeps. More substeps = more simulation time, however, in the case of using collisions to break up shapes, it tends to be well worth it for the quality that you get. For a more intense effect, you can also increase the collision velocity. This will push the smoke away from the collisions more aggressively to introduce more breakup of the shapes.
------------------
The smoke scenario places a higher emphasis on disturbance parameters. Just about every smoke simulation requires it in order to achieve a detailed look. There are exceptions to this, (if your simulation is heavy in viscosity, for example), but most smoke simulations place a greater emphasis on disturbance.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
RBD
ComparaSim Small Objects, Buildings, and Constraints
Small Objects
Velocity Drag
Bounce
-
Global substeps = 2
-
Bullet substeps = 20
-
Constraint iterations = 20
-
Collision Padding = 0.002
-
Initial angular velocity (w) = 50,0,0
-
Initial linear velocity (v) = 0,8,0
-
Max Connections for Glue Constraints = 39
-
Glue Strength = 100
Small objects provide a good look at how these parameters behave at a smaller scale. Some parameters are scale dependant (meaning that their values will change depending on how large an object is) and that's why it's good to see what they look like on a smaller object like this vase. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Density + Temperature fields @ the default values when using the "initialize smoke" preset
-
Disturbance Magnitude = 10
-
Threshold Field = Density
-
Source does not feature noise breakup
-
Threshold Range = 10,000 - 0 to effectively apply disturbance evenly throughout the entire sim.
-
Substeps = Range from 1 to 5 based on CFL
-
CFL Condition = 8 (Advection over 0.1m triggers substeps)
-
Advection Reflection Disabled
-
Approximate voxel count = 5.6 million (per sim)
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-------------
The small RBD scenario is ideal for exploring a wide variety of RBD settings within a small scene. In general, this allows us to clearly see the impact of many things without the chaos / confusion that more complex scenes typically have.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
For more info on particular terms and what they mean, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Density + Temperature sourced fields @ the default values when using the "initialize smoke" preset
-
Dissipation = 0.025
-
Source volumes do not feature breakup
-
Threshold Field = Density
-
Threshold Range = 10,000 - 0 to effectively apply disturbance evenly throughout the entire sim.
-
Substeps = Range from 1 to 5 based on CFL
-
CFL Condition = 8 (Advection over 0.1m triggers substeps)
-
Advection Reflection Disabled
-
Cooling Rate = 0.25
-
Approximate voxel count = 5.6 million (per sim)
------------
The small RBD scenario is ideal for exploring a wide variety of RBD settings within a small scene. In general, this allows us to clearly see the impact of many things without the chaos / confusion that more complex scenes typically have.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
For more info on particular terms and what they mean, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
No breakup in the source
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Turbulence Swirl Size = 0.1
-
Influence Threshold = -1
-
Turbulence = 3
--------------
The small RBD scenario is ideal for exploring a wide variety of RBD settings within a small scene. In general, this allows us to clearly see the impact of many things without the chaos / confusion that more complex scenes typically have.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
For more info on particular terms and what they mean, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
No breakup in the source
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Turbulence Scale / Magnitude = 0.5
-
Influence Threshold = -1
-
Turbulence = 3
The small RBD scenario is ideal for exploring a wide variety of RBD settings within a small scene. In general, this allows us to clearly see the impact of many things without the chaos / confusion that more complex scenes typically have.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
For more info on particular terms and what they mean, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
Source features medium breakup
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Disturbance Magnitude = 10
-
Disturbance Block Size = 0.5
-
Disturbance Threshold Range = 10,000 - 0
-
Turbulence Scale / Magnitude = 0.1
-
Turbulence Swirl Size = 2.5
-
Influence Threshold = -1
-
Turbulence = 4
The small RBD scenario is ideal for exploring a wide variety of RBD settings within a small scene. In general, this allows us to clearly see the impact of many things without the chaos / confusion that more complex scenes typically have.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
For more info on particular terms and what they mean, click the keyword links below:
-
Voxel Size = 0.015m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
Source features medium breakup
-
Simulation Type = Dense (With OpenCL)
-
Max Substeps = 99,999 (Substeps strictly determined by CFL)
-
CFL Condition = 7
-
Advection-Reflection = Disabled
-
Cooling Rate = 0.25
-------------
The small RBD scenario is ideal for exploring a wide variety of RBD settings within a small scene. In general, this allows us to clearly see the impact of many things without the chaos / confusion that more complex scenes typically have.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
For more info on particular terms and what they mean, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
Source features medium breakup
-
Simulation Type = Dense (With OpenCL on)
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Disturbance Magnitude = 5
-
Disturbance Block Size = 0.5
-
Disturbance Threshold Range = 10,000 - 0
-----------------------
The small RBD scenario is ideal for exploring a wide variety of RBD settings within a small scene. In general, this allows us to clearly see the impact of many things without the chaos / confusion that more complex scenes typically have.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
For more info on particular terms and what they mean, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 0.25
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
----------------------
The small RBD scenario is ideal for exploring a wide variety of RBD settings within a small scene. In general, this allows us to clearly see the impact of many things without the chaos / confusion that more complex scenes typically have.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
For more info on particular terms and what they mean, click the keyword links below:
Buildings
Substeps
Bounce
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Density + Temperature fields @ the default values when using the "initialize smoke" preset
-
Disturbance block size = 0.075m
-
Threshold Field = Density
- Threshold Range = 10,000 - 0 to effectively apply disturbance evenly throughout the entire sim.
- Substeps = Range from 1 to 5 based on CFL
- CFL Condition = 8 (Advection over 0.1m triggers substeps)
- Advection Reflection Disabled
- Approximate voxel count = 5.6 million (per sim)
-------------
The wooden building scenario shares many of the same tests that were done on the vase, but applies it to a much larger, complex scene. The stone foundation is a static object, and the walls / roof tiles are all held together by glue constraints. More specifically, each individual tile is fractured + held together by glue constraints. Then, each tile connects to all the other surrounding tiles and walls. Occasionally, you may notice some errors where floating sections exist. This is most likely due to the way in which we established these glue constraints.
The more important thing to focus on is how these tests look at this medium scale.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values will vary - especially if you're simulating at a smaller or larger scale. Also, your constraints may play a large role in how things break apart.
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Density + Temperature fields @ the default values when using the "initialize smoke" preset
-
Disturbance Magnitude = 10
-
Threshold Field = Density
-
Source does not feature noise breakup
-
Threshold Range = 10,000 - 0 to effectively apply disturbance evenly throughout the entire sim.
-
Substeps = Range from 1 to 5 based on CFL
-
CFL Condition = 8 (Advection over 0.1m triggers substeps)
-
Advection Reflection Disabled
-
Approximate voxel count = 5.6 million (per sim)
-
Dissipation = 0.025
-
Cooling Rate = 0.25
The summary for this test is to keep your substeps between 2-3 for most RBD simulations. To little and too many caused issues of their own.
--------------------
The wooden building scenario shares many of the same tests that were done on the vase, but applies it to a much larger, complex scene. The stone foundation is a static object, and the walls / roof tiles are all held together by glue constraints. More specifically, each individual tile is fractured + held together by glue constraints. Then, each tile connects to all the other surrounding tiles and walls. Occasionally, you may notice some errors where floating sections exist. This is most likely due to the way in which we established these glue constraints.
The more important thing to focus on is how these tests look at this medium scale.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values will vary - especially if you're simulating at a smaller or larger scale. Also, your constraints may play a large role in how things break apart.
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Density + Temperature sourced fields @ the default values when using the "initialize smoke" preset
-
Dissipation = 0.025
-
Source volumes do not feature breakup
-
Threshold Field = Density
-
Threshold Range = 10,000 - 0 to effectively apply disturbance evenly throughout the entire sim.
-
Substeps = Range from 1 to 5 based on CFL
-
CFL Condition = 8 (Advection over 0.1m triggers substeps)
-
Advection Reflection Disabled
-
Cooling Rate = 0.25
-
Approximate voxel count = 5.6 million (per sim)
In your own scene, try to capture the best of both worlds. During impact, allow those pieces to fly upwards and create more excitement. When the pieces land on the ground, cause the bounce to = 0 so that it maintains a heavier, large feeling.
-----------------
The wooden building scenario shares many of the same tests that were done on the vase, but applies it to a much larger, complex scene. The stone foundation is a static object, and the walls / roof tiles are all held together by glue constraints. More specifically, each individual tile is fractured + held together by glue constraints. Then, each tile connects to all the other surrounding tiles and walls. Occasionally, you may notice some errors where floating sections exist. This is most likely due to the way in which we established these glue constraints.
The more important thing to focus on is how these tests look at this medium scale.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values will vary - especially if you're simulating at a smaller or larger scale. Also, your constraints may play a large role in how things break apart.
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
No breakup in the source
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Turbulence Swirl Size = 0.1
-
Influence Threshold = -1
-
Turbulence = 3
Looking at the vex code for this variance calculation, we can see this:
if (value >=0)
value *= fit01(rand(primnum), max(0, 1-variance), 1+variance);
So our best guess is that this value is multiplicative
----------------
The wooden building scenario shares many of the same tests that were done on the vase, but applies it to a much larger, complex scene. The stone foundation is a static object, and the walls / roof tiles are all held together by glue constraints. More specifically, each individual tile is fractured + held together by glue constraints. Then, each tile connects to all the other surrounding tiles and walls. Occasionally, you may notice some errors where floating sections exist. This is most likely due to the way in which we established these glue constraints.
The more important thing to focus on is how these tests look at this medium scale.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values will vary - especially if you're simulating at a smaller or larger scale. Also, your constraints may play a large role in how things break apart.
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
No breakup in the source
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Turbulence Scale / Magnitude = 0.5
-
Influence Threshold = -1
-
Turbulence = 3
-----------
The wooden building scenario shares many of the same tests that were done on the vase, but applies it to a much larger, complex scene. The stone foundation is a static object, and the walls / roof tiles are all held together by glue constraints. More specifically, each individual tile is fractured + held together by glue constraints. Then, each tile connects to all the other surrounding tiles and walls. Occasionally, you may notice some errors where floating sections exist. This is most likely due to the way in which we established these glue constraints.
The more important thing to focus on is how these tests look at this medium scale.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values will vary - especially if you're simulating at a smaller or larger scale. Also, your constraints may play a large role in how things break apart.
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
Source features medium breakup
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Disturbance Magnitude = 10
-
Disturbance Block Size = 0.5
-
Disturbance Threshold Range = 10,000 - 0
-
Turbulence Scale / Magnitude = 0.1
-
Turbulence Swirl Size = 2.5
-
Influence Threshold = -1
-
Turbulence = 4
If you have an object with glue constraints that is being hit multiple times in a row, use the half life in order to control when the glue constraints break.
--------------------------
The wooden building scenario shares many of the same tests that were done on the vase, but applies it to a much larger, complex scene. The stone foundation is a static object, and the walls / roof tiles are all held together by glue constraints. More specifically, each individual tile is fractured + held together by glue constraints. Then, each tile connects to all the other surrounding tiles and walls. Occasionally, you may notice some errors where floating sections exist. This is most likely due to the way in which we established these glue constraints.
The more important thing to focus on is how these tests look at this medium scale.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values will vary - especially if you're simulating at a smaller or larger scale. Also, your constraints may play a large role in how things break apart.
-
Voxel Size = 0.015m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
Source features medium breakup
-
Simulation Type = Dense (With OpenCL)
-
Max Substeps = 99,999 (Substeps strictly determined by CFL)
-
CFL Condition = 7
-
Advection-Reflection = Disabled
-
Cooling Rate = 0.25
Also notice how the propagation rate affects the general amount of destruction. The lower values almost look like they feature a higher glue constraint value. However, that is not the case. This means that you need to be careful when adjusting the propagation rate because it will require a re-balancing of the glue strength values.
Additionally, some artists will opt for manually adjusting the glue constraint values to control impact zones rather than using the propagation rate for a more localized impact. This is entirely up to you, but know that some prefer doing this rather than adjusting the propagation rate due to balancing issues that occur when getting the propagation rate and glue strength balanced with each other.
-------------------------------------
The wooden building scenario shares many of the same tests that were done on the vase, but applies it to a much larger, complex scene. The stone foundation is a static object, and the walls / roof tiles are all held together by glue constraints. More specifically, each individual tile is fractured + held together by glue constraints. Then, each tile connects to all the other surrounding tiles and walls. Occasionally, you may notice some errors where floating sections exist. This is most likely due to the way in which we established these glue constraints.
The more important thing to focus on is how these tests look at this medium scale.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values will vary - especially if you're simulating at a smaller or larger scale. Also, your constraints may play a large role in how things break apart.
-
Voxel Size = 0.0125m
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 0.25
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
---------------
The wooden building scenario shares many of the same tests that were done on the vase, but applies it to a much larger, complex scene. The stone foundation is a static object, and the walls / roof tiles are all held together by glue constraints. More specifically, each individual tile is fractured + held together by glue constraints. Then, each tile connects to all the other surrounding tiles and walls. Occasionally, you may notice some errors where floating sections exist. This is most likely due to the way in which we established these glue constraints.
The more important thing to focus on is how these tests look at this medium scale.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values will vary - especially if you're simulating at a smaller or larger scale. Also, your constraints may play a large role in how things break apart.
Vellum
ComparaSim Cloth, Hair/Wires, and Soft Bodies
Softbody Scenarios
Pressure
Grains
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Density + Temperature fields @ the default values when using the "initialize smoke" preset
-
Disturbance block size = 0.075m
-
Threshold Field = Density
- Threshold Range = 10,000 - 0 to effectively apply disturbance evenly throughout the entire sim.
- Substeps = Range from 1 to 5 based on CFL
- CFL Condition = 8 (Advection over 0.1m triggers substeps)
- Advection Reflection Disabled
- Approximate voxel count = 5.6 million (per sim)
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Density + Temperature fields @ the default values when using the "initialize smoke" preset
-
Disturbance block size = 0.075m
-
Threshold Field = Density
- Threshold Range = 10,000 - 0 to effectively apply disturbance evenly throughout the entire sim.
- Substeps = Range from 1 to 5 based on CFL
- CFL Condition = 8 (Advection over 0.1m triggers substeps)
- Advection Reflection Disabled
- Approximate voxel count = 5.6 million (per sim)
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Density + Temperature fields @ the default values when using the "initialize smoke" preset
-
Disturbance block size = 0.075m
-
Threshold Field = Density
- Threshold Range = 10,000 - 0 to effectively apply disturbance evenly throughout the entire sim.
- Substeps = Range from 1 to 5 based on CFL
- CFL Condition = 8 (Advection over 0.1m triggers substeps)
- Advection Reflection Disabled
- Approximate voxel count = 5.6 million (per sim)
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Density + Temperature fields @ the default values when using the "initialize smoke" preset
-
Disturbance block size = 0.075m
-
Threshold Field = Density
- Threshold Range = 10,000 - 0 to effectively apply disturbance evenly throughout the entire sim.
- Substeps = Range from 1 to 5 based on CFL
- CFL Condition = 8 (Advection over 0.1m triggers substeps)
- Advection Reflection Disabled
- Approximate voxel count = 5.6 million (per sim)
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Density + Temperature fields @ the default values when using the "initialize smoke" preset
-
Disturbance block size = 0.075m
-
Threshold Field = Density
- Threshold Range = 10,000 - 0 to effectively apply disturbance evenly throughout the entire sim.
- Substeps = Range from 1 to 5 based on CFL
- CFL Condition = 8 (Advection over 0.1m triggers substeps)
- Advection Reflection Disabled
- Approximate voxel count = 5.6 million (per sim)
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Density + Temperature fields @ the default values when using the "initialize smoke" preset
-
Disturbance block size = 0.075m
-
Threshold Field = Density
- Threshold Range = 10,000 - 0 to effectively apply disturbance evenly throughout the entire sim.
- Substeps = Range from 1 to 5 based on CFL
- CFL Condition = 8 (Advection over 0.1m triggers substeps)
- Advection Reflection Disabled
- Approximate voxel count = 5.6 million (per sim)
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
Normal heading 3
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Density + Temperature fields @ the default values when using the "initialize smoke" preset
-
Disturbance Magnitude = 10
-
Threshold Field = Density
-
Source does not feature noise breakup
-
Threshold Range = 10,000 - 0 to effectively apply disturbance evenly throughout the entire sim.
-
Substeps = Range from 1 to 5 based on CFL
-
CFL Condition = 8 (Advection over 0.1m triggers substeps)
-
Advection Reflection Disabled
-
Approximate voxel count = 5.6 million (per sim)
-
Dissipation = 0.025
-
Cooling Rate = 0.25
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Density + Temperature sourced fields @ the default values when using the "initialize smoke" preset
-
Dissipation = 0.025
-
Source volumes do not feature breakup
-
Threshold Field = Density
-
Threshold Range = 10,000 - 0 to effectively apply disturbance evenly throughout the entire sim.
-
Substeps = Range from 1 to 5 based on CFL
-
CFL Condition = 8 (Advection over 0.1m triggers substeps)
-
Advection Reflection Disabled
-
Cooling Rate = 0.25
-
Approximate voxel count = 5.6 million (per sim)
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Density + Temperature sourced fields @ the default values when using the "initialize smoke" preset
-
Dissipation = 0.025
-
Source volumes do not feature breakup
-
Threshold Field = Density
-
Threshold Range = 10,000 - 0 to effectively apply disturbance evenly throughout the entire sim.
-
Substeps = Range from 1 to 5 based on CFL
-
CFL Condition = 8 (Advection over 0.1m triggers substeps)
-
Advection Reflection Disabled
-
Cooling Rate = 0.25
-
Approximate voxel count = 5.6 million (per sim)
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
Normal heading 3
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Density + Temperature sourced fields @ the default values when using the "initialize smoke" preset
-
Dissipation = 0.025
-
Source volumes do not feature breakup
-
Threshold Field = Density
-
Threshold Range = 10,000 - 0 to effectively apply disturbance evenly throughout the entire sim.
-
Substeps = Range from 1 to 5 based on CFL
-
CFL Condition = 8 (Advection over 0.1m triggers substeps)
-
Advection Reflection Disabled
-
Cooling Rate = 0.25
-
Approximate voxel count = 5.6 million (per sim)
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
FLIP
ComparaSim Viscous Fluids, Wave Tanks, and Whitewater Splashes
Viscous Fluids / Small Splashes
Substeps
Bounce
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Density + Temperature fields @ the default values when using the "initialize smoke" preset
-
Disturbance block size = 0.075m
-
Threshold Field = Density
- Threshold Range = 10,000 - 0 to effectively apply disturbance evenly throughout the entire sim.
- Substeps = Range from 1 to 5 based on CFL
- CFL Condition = 8 (Advection over 0.1m triggers substeps)
- Advection Reflection Disabled
- Approximate voxel count = 5.6 million (per sim)
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Density + Temperature fields @ the default values when using the "initialize smoke" preset
-
Disturbance Magnitude = 10
-
Threshold Field = Density
-
Source does not feature noise breakup
-
Threshold Range = 10,000 - 0 to effectively apply disturbance evenly throughout the entire sim.
-
Substeps = Range from 1 to 5 based on CFL
-
CFL Condition = 8 (Advection over 0.1m triggers substeps)
-
Advection Reflection Disabled
-
Approximate voxel count = 5.6 million (per sim)
-
Dissipation = 0.025
-
Cooling Rate = 0.25
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Density + Temperature sourced fields @ the default values when using the "initialize smoke" preset
-
Dissipation = 0.025
-
Source volumes do not feature breakup
-
Threshold Field = Density
-
Threshold Range = 10,000 - 0 to effectively apply disturbance evenly throughout the entire sim.
-
Substeps = Range from 1 to 5 based on CFL
-
CFL Condition = 8 (Advection over 0.1m triggers substeps)
-
Advection Reflection Disabled
-
Cooling Rate = 0.25
-
Approximate voxel count = 5.6 million (per sim)
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
No breakup in the source
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Turbulence Swirl Size = 0.1
-
Influence Threshold = -1
-
Turbulence = 3
The turbulence tests use the turbulence microsolver within dops rather than the turbulence settings found directly on the sop-level pyro solver. The reason for this is because it's easier to control the Threshold Field / Influence threshold by setting the "Influence Threshold" to -1. This allows turbulence to affect all areas equally. The seed for the turbulence is also changed for each simulation.
---------------
The smoke scenario places a higher emphasis on disturbance parameters. Just about every smoke simulation requires it in order to achieve a detailed look. There are exceptions to this, (if your simulation is heavy in viscosity, for example), but most smoke simulations place a greater emphasis on disturbance.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
No breakup in the source
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Turbulence Scale / Magnitude = 0.5
-
Influence Threshold = -1
-
Turbulence = 3
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
Source features medium breakup
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Disturbance Magnitude = 10
-
Disturbance Block Size = 0.5
-
Disturbance Threshold Range = 10,000 - 0
-
Turbulence Scale / Magnitude = 0.1
-
Turbulence Swirl Size = 2.5
-
Influence Threshold = -1
-
Turbulence = 4
When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale. Also, many parameters will affect each other. As an example, you may need to have a higher slip scale if your fluid is more viscious.
For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 0.25
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
The sourcing variation demonstrates the effect of sourcing breakup. It ranges from very small breakup to the left to heavy breakup on the right. Both density and temperature have their volumes broken up in the same manner.
--------------
The smoke scenario places a higher emphasis on disturbance parameters. Just about every smoke simulation requires it in order to achieve a detailed look. There are exceptions to this, (if your simulation is heavy in viscosity, for example), but most smoke simulations place a greater emphasis on disturbance.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
Source features medium breakup
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Disturbance Magnitude = 10
-
Disturbance Block Size = 0.5
-
Disturbance Threshold Range = 10,000 - 0
-
Turbulence Scale / Magnitude = 0.1
-
Turbulence Swirl Size = 2.5
-
Influence Threshold = -1
-
Turbulence = 4
When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale. Also, many parameters will affect each other. As an example, you may need to have a higher slip scale if your fluid is more viscious.
For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
Source features medium breakup
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Disturbance Magnitude = 10
-
Disturbance Block Size = 0.5
-
Disturbance Threshold Range = 10,000 - 0
-
Turbulence Scale / Magnitude = 0.1
-
Turbulence Swirl Size = 2.5
-
Influence Threshold = -1
-
Turbulence = 4
When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale. Also, many parameters will affect each other. As an example, you may need to have a higher slip scale if your fluid is more viscious.
For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
Source features medium breakup
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Disturbance Magnitude = 10
-
Disturbance Block Size = 0.5
-
Disturbance Threshold Range = 10,000 - 0
-
Turbulence Scale / Magnitude = 0.1
-
Turbulence Swirl Size = 2.5
-
Influence Threshold = -1
-
Turbulence = 4
When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale. Also, many parameters will affect each other. As an example, you may need to have a higher slip scale if your fluid is more viscious.
For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
Source features medium breakup
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Disturbance Magnitude = 10
-
Disturbance Block Size = 0.5
-
Disturbance Threshold Range = 10,000 - 0
-
Turbulence Scale / Magnitude = 0.1
-
Turbulence Swirl Size = 2.5
-
Influence Threshold = -1
-
Turbulence = 4
When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale. Also, many parameters will affect each other. As an example, you may need to have a higher slip scale if your fluid is more viscious.
For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
Source features medium breakup
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Disturbance Magnitude = 10
-
Disturbance Block Size = 0.5
-
Disturbance Threshold Range = 10,000 - 0
-
Turbulence Scale / Magnitude = 0.1
-
Turbulence Swirl Size = 2.5
-
Influence Threshold = -1
-
Turbulence = 4
When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale. Also, many parameters will affect each other. As an example, you may need to have a higher slip scale if your fluid is more viscious.
For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
Source features medium breakup
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Disturbance Magnitude = 10
-
Disturbance Block Size = 0.5
-
Disturbance Threshold Range = 10,000 - 0
-
Turbulence Scale / Magnitude = 0.1
-
Turbulence Swirl Size = 2.5
-
Influence Threshold = -1
-
Turbulence = 4
When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale. Also, many parameters will affect each other. As an example, you may need to have a higher slip scale if your fluid is more viscious.
For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
Source features medium breakup
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Disturbance Magnitude = 10
-
Disturbance Block Size = 0.5
-
Disturbance Threshold Range = 10,000 - 0
-
Turbulence Scale / Magnitude = 0.1
-
Turbulence Swirl Size = 2.5
-
Influence Threshold = -1
-
Turbulence = 4
When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale. Also, many parameters will affect each other. As an example, you may need to have a higher slip scale if your fluid is more viscious.
For more info, click the keyword links below:
Wave Tank
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Density + Temperature fields @ the default values when using the "initialize smoke" preset
-
Disturbance block size = 0.075m
-
Threshold Field = Density
- Threshold Range = 10,000 - 0 to effectively apply disturbance evenly throughout the entire sim.
- Substeps = Range from 1 to 5 based on CFL
- CFL Condition = 8 (Advection over 0.1m triggers substeps)
- Advection Reflection Disabled
- Approximate voxel count = 5.6 million (per sim)
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Density + Temperature fields @ the default values when using the "initialize smoke" preset
-
Disturbance Magnitude = 10
-
Threshold Field = Density
-
Source does not feature noise breakup
-
Threshold Range = 10,000 - 0 to effectively apply disturbance evenly throughout the entire sim.
-
Substeps = Range from 1 to 5 based on CFL
-
CFL Condition = 8 (Advection over 0.1m triggers substeps)
-
Advection Reflection Disabled
-
Approximate voxel count = 5.6 million (per sim)
-
Dissipation = 0.025
-
Cooling Rate = 0.25
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Dense (w. OpenCL)
-
Density + Temperature sourced fields @ the default values when using the "initialize smoke" preset
-
Dissipation = 0.025
-
Source volumes do not feature breakup
-
Threshold Field = Density
-
Threshold Range = 10,000 - 0 to effectively apply disturbance evenly throughout the entire sim.
-
Substeps = Range from 1 to 5 based on CFL
-
CFL Condition = 8 (Advection over 0.1m triggers substeps)
-
Advection Reflection Disabled
-
Cooling Rate = 0.25
-
Approximate voxel count = 5.6 million (per sim)
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
No breakup in the source
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Turbulence Swirl Size = 0.1
-
Influence Threshold = -1
-
Turbulence = 3
The turbulence tests use the turbulence microsolver within dops rather than the turbulence settings found directly on the sop-level pyro solver. The reason for this is because it's easier to control the Threshold Field / Influence threshold by setting the "Influence Threshold" to -1. This allows turbulence to affect all areas equally. The seed for the turbulence is also changed for each simulation.
---------------
The smoke scenario places a higher emphasis on disturbance parameters. Just about every smoke simulation requires it in order to achieve a detailed look. There are exceptions to this, (if your simulation is heavy in viscosity, for example), but most smoke simulations place a greater emphasis on disturbance.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
No breakup in the source
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Turbulence Scale / Magnitude = 0.5
-
Influence Threshold = -1
-
Turbulence = 3
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
Source features medium breakup
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Disturbance Magnitude = 10
-
Disturbance Block Size = 0.5
-
Disturbance Threshold Range = 10,000 - 0
-
Turbulence Scale / Magnitude = 0.1
-
Turbulence Swirl Size = 2.5
-
Influence Threshold = -1
-
Turbulence = 4
When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale. Also, many parameters will affect each other. As an example, you may need to have a higher slip scale if your fluid is more viscious.
For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 0.25
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
The sourcing variation demonstrates the effect of sourcing breakup. It ranges from very small breakup to the left to heavy breakup on the right. Both density and temperature have their volumes broken up in the same manner.
--------------
The smoke scenario places a higher emphasis on disturbance parameters. Just about every smoke simulation requires it in order to achieve a detailed look. There are exceptions to this, (if your simulation is heavy in viscosity, for example), but most smoke simulations place a greater emphasis on disturbance.
The goal for each simulation is to isolate the visual impact of each parameter. When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale.
Smoke is particularly good at illustrating the impact of substeps and advection reflection as well, so a greater emphasis has been made on testing those parameters. For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
Source features medium breakup
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Disturbance Magnitude = 10
-
Disturbance Block Size = 0.5
-
Disturbance Threshold Range = 10,000 - 0
-
Turbulence Scale / Magnitude = 0.1
-
Turbulence Swirl Size = 2.5
-
Influence Threshold = -1
-
Turbulence = 4
When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale. Also, many parameters will affect each other. As an example, you may need to have a higher slip scale if your fluid is more viscious.
For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
Source features medium breakup
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Disturbance Magnitude = 10
-
Disturbance Block Size = 0.5
-
Disturbance Threshold Range = 10,000 - 0
-
Turbulence Scale / Magnitude = 0.1
-
Turbulence Swirl Size = 2.5
-
Influence Threshold = -1
-
Turbulence = 4
When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale. Also, many parameters will affect each other. As an example, you may need to have a higher slip scale if your fluid is more viscious.
For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
Source features medium breakup
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Disturbance Magnitude = 10
-
Disturbance Block Size = 0.5
-
Disturbance Threshold Range = 10,000 - 0
-
Turbulence Scale / Magnitude = 0.1
-
Turbulence Swirl Size = 2.5
-
Influence Threshold = -1
-
Turbulence = 4
When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale. Also, many parameters will affect each other. As an example, you may need to have a higher slip scale if your fluid is more viscious.
For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
Source features medium breakup
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Disturbance Magnitude = 10
-
Disturbance Block Size = 0.5
-
Disturbance Threshold Range = 10,000 - 0
-
Turbulence Scale / Magnitude = 0.1
-
Turbulence Swirl Size = 2.5
-
Influence Threshold = -1
-
Turbulence = 4
When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale. Also, many parameters will affect each other. As an example, you may need to have a higher slip scale if your fluid is more viscious.
For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
Source features medium breakup
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Disturbance Magnitude = 10
-
Disturbance Block Size = 0.5
-
Disturbance Threshold Range = 10,000 - 0
-
Turbulence Scale / Magnitude = 0.1
-
Turbulence Swirl Size = 2.5
-
Influence Threshold = -1
-
Turbulence = 4
When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale. Also, many parameters will affect each other. As an example, you may need to have a higher slip scale if your fluid is more viscious.
For more info, click the keyword links below:
-
Voxel Size = 0.0125m
-
Density + Temperature sourced fields at the default values when using the “initialize smoke” preset
-
Source features medium breakup
-
Simulation Type = Sparse
-
Max Substeps = 5
-
CFL Condition = 8
-
Advection-Reflection = Disabled
-
Dissipation = 0.025
-
Cooling Rate = 0.25
-
Disturbance Magnitude = 10
-
Disturbance Block Size = 0.5
-
Disturbance Threshold Range = 10,000 - 0
-
Turbulence Scale / Magnitude = 0.1
-
Turbulence Swirl Size = 2.5
-
Influence Threshold = -1
-
Turbulence = 4
When setting up your own scene, the values may vary - especially if you're simulating at a smaller or larger scale. Also, many parameters will affect each other. As an example, you may need to have a higher slip scale if your fluid is more viscious.
For more info, click the keyword links below:
This Resource Is Currently Under Construction
#Dop Attributes | #Constraints | #Global Attributes | #Instancing
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Unlock Resources
One of the best examples of this is the Node Bible. This resource acts like an encyclopedia of Houdini knowledge. Each entry features a node, goes through all the parameters, and offers video quick tips on how to use each node. The Node Bible goes beyond the native Houdini documentation because it's easier to understand, offers practical examples, and links up to nodes that get used in the courses.
In the resource sections, you'll also find quick tips that cover a variety of miscellaneous topics along with The Weekly Wrangle - which is a series dedicated to advice and real-world conversations surrounding career success.
Redshift Discount
https://www.maxon.net/redshift
Aug 28th, 2024 Changelog
General Changes:
• New, simplified website design is now live!
◦ All new particle banner is featured on the home and after login pages
◦ The after-login page now features courses that are sorted by ones that you have recently watched. This makes it easier to continue watching whatever you’ve been working on without scrolling through all the courses to find what you’re looking for.
◦ There is also a new “resources” section that can be found beneath the “Browse Courses” on the after-login page. This makes it easier to bring up the Node Bible, the “Tips + Tricks,” or Weekly wrangle in a new tab
◦ “CG Forge Academy” has been replaced with a “Mentorship Calls” at the top menu (see below for more details)
◦ The resources dropdown now features “Tips + Tricks” (see below for details)
◦ Certification requirements have been slightly re-written to be easier to understand
◦ Subscriptions have been re-designed from the ground up (see below for details)
Subscription Changes:
• Subscriptions have changed to include a "Basic Subscription" and a "Premium Subscription" option. The Basic Subscription renews monthly, and the “Premium Subscription” renews every 4 months. Yearly subscriptions have been removed.
◦ These changes only affect new subscribers. Existing subscribers will not see anything change with their auto-renewal amount.
◦ 10% off a Redshift yearly subscription is now included with the Premium Subscription. (If you are currently a 4 or 12 month subscriber, then just email support@cgforge.com for this)
◦ A new “Study Plan” call has been added to the Premium Subscription. (If you are currently a 4 or 12 month subscriber, then just email support@cgforge.com for this)
◦ A Houdini education license is now available for “Premium” subscribers. (If you are currently a 4 or 12 month subscriber, then just email support@cgforge.com for this)
◦ For more information, visit the subscriptions page.
• CG Forge Academy has been redesigned to be easier to use.
◦ 45 minute calls have been removed. Existing coupons are still valid and can be used towards 90 minute sessions for the amount listed on each coupon.
◦ 8 week mentorships have been removed - Instead, you can book as many 90 minute calls as you’d like.
◦ Free onboarding calls have been removed - Instead, premium subscribers now receive a complimentary “Study Plan Call” that establishes a personalized curriculum moving forward.
◦ The “CG Forge Academy” top menu is now replaced with “Mentorship Calls” and only allows for booking 90 minute calls.
All new “Tips and Tricks” resource page:
• “Tips and Tricks” is now a resource page that holds all quick tips, Houdini update videos, and other miscellaneous videos in one place. If you’re looking for “Quicktips Season One and Two” or "Houdini 19 Updates" they have now migrated over to the “Tips and Tricks” resource section.
Discord changes:
• The CG Forge Discord channel will now be divided into two categories: “Basic Members” and “Premium Members.” The premium member channel will be invite-only to premium subscribers or those who are currently enrolled in a 4 or 12 month subscription. If you eligible to join the premium discord channel, email support@cgforge.com for an invitation.
◦ Basic Discord members will no longer receive support for projects that are outside the topic of CG Forge courses.
◦ Premium Discord members will receive support for projects outside of CG Forge content
◦ Premium members will receive discounts on mentorship calls, and basic members will not.
◦ Premium members will have their questions / posts answered before basic members
◦ Early access to courses will now be exclusively provided to premium members via the discord channel.
If you have any further questions about these changes, feel free to email support@cgforge.com
Cheers,
- Tyler
1:1 Support and Feedback
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Disturbance
"The disturbance force introduces small amounts of change, mimicking the effects of localized environmental change. This localized change in momentum cancels itself out over time, preserving the simulation’s general motion and overall shape."
In practice, disturbance is great at capturing smaller details in a pyro sim. It's not as great at capturing larger movements and details. Artists will often use disturbance to break up mushroom shapes that occur along the leading edges of smoke simulations or to add tiny bits of detail in general.
Disturbance has two primary modes: Block-based and Continuous. Block based gives you better control over how large the detailed shapes are. The block size is represented in meters, and the larger the size, the larger size the randomized forces are on the pyro. Continuous will provide a fuzzier, smaller-detailed look, and it is often better to use when trying to soften the overall look of a pyro simulation. Continuous mode can be useful when representing avalanches or areas of mist along a waterfall.