![]() Setting the Solver to “FFT Solver” would produce a different look and won’t replicate the FumeFX simulation correctly. Fire simulations are not divergence-free. Note that the SIM Ember Solver is set to None, thus the Velocity Field is not modified to be Divergence-Free. This way we are replicating the data by reflowing a Density field emitted based on the FumeFX data using the FumeFX velocities. Then the Velocity field of the SIM Ember is set to the Velocity of the FumeFX simulation, so our Density is advected around and resembles very closely the plume look of the FumeFX sim.(This logic could be changed to simply use a Temperature threshold to emit particles where the Temerature is high, but I went with a surface-based test instead. When the SIM Ember runs this simulation, it pumps Density values into the grid where the original FumeFX had fire close to the surface of the Teapot.With the current settings, even one particle within the sample radius will be enough, but you can tweak it… Obviously, increasing the Water Threshold will mean that more particles are required to kill the fire.But if there are more or at least as many particles as the Water Threshold (E3), the Switch (17) will set the Density channel to 0.0 and thus KILL the fire/smoke in the SIM Ember completely at that location! If there were less than 1 (read: 0), the output is TRUE and the Switch 17 passes the Density calculations described in the previous segment. In this simple example, we don’t even read any channels from the particles, we just count how many particles were inside the radius.We sample in World Space using the Position channel which is the position of the SIM Ember sample. Note that the Radius will be exposed in the future as an InputChannel to simplify the tweaking of the setup). We take the ParticleSumRadius operator and sample particles from the PRT Loader containing the RealFlow simulation within a given range (4.0 units in this case.The resulting Density goes out to the Density field of the SIM Ember.ĮMBER_FumeFXvsRF_SimFlow_Extinction_Magma.png 1183×642 37.4 KBĪbove is the interaction part with the RealFlow simulation. ![]() The output of this goes through another Switch (17) which is responsible for the interaction with the water.What this does is produce more “smoke” where the teapot is burning, and just leave it as is where not. We use the result of this logic into a Switch (10) operator which, when TRUE, adds the value of 1.0 to the incoming Density, and when FALSE just passes the incoming Density without changes.This means that if a SIM Ember sample is within 5 units to the teapot’s surface (positive values are outside of the surface), AND the sample finds Fire there, we will assume we are supposed to set that sample’s Density to emit Density. ![]()
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