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[flow_default] Transcription: 01_Volume Simulation.json

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transcriptions/01_Volume Simulation.json ADDED
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+ {
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+ "audio_file": "01_Volume Simulation.wav",
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+ "text": "Let's create a box. Make the scale of one side smaller. And rotate it 45 degrees. Remove the internal primitives. Lift it up a little bit. Create a camera so that it points at need to smooth the geometry now, so we'll add crease. Now let's create a Pyrrho source, choose a surface scatter mode and choose initialize source of smoke to create a density and temperature attributes. Decrease particle separation to increase the number of points. Create volume rasterize attributes. Specify density and temperature. Decrease the voxel size. and enable normalize by clamped coverage.asterize attributes to create a velocity field. Now let's create Pyro Solver. Slightly reduce the voxel size. We can see the smoke flying upwards. So, for better display, I'm going to turn on the black background color. Now let's go to Pyrosolver and switch off buoyancy so that the smoke doesn't fly up. Watch the simulation. Let's add an attribute noise node. and set density and temperature. Operations set to set, range value select zero centered. And we'll use RemapRamp to adjust and reduce element size. The point is that the smoke is emitted, not in its geometry plane, but in such islands. And let's make this noise animated. Increase the pulse duration so that the animation speed was a little slower. And increase the amplitude and decrease the voxel size a little bit to make it more detailed. In Pyrosolver we'll also Fields and reduce the dissipation. And let's add some more detail to the smoke. Let's turn on Disturbance. This is turbulence that works when the threshold field is at the specified values. By default, threshold field is density, so when density is below 0. more turbulence to affect the overall shape. Let's create a camera plane from the Qlib library. This node creates a plane from the camera. And if you adjust distance, it will always take into account the position roughly like this. Now let's create an object merge and specify plane. Let's do a subdivide. And do an extrude, so that the smoke will be within the boundaries of this plane. Do reverse. And switch off output back so that there's no collision on the front side. And we'll do another extrude. So that we get a collision frame like this. Create a VDB from polygons. Reduce voxel size a little bit and. Go to sourcing and increase the Source Scale in the VEL field. And let's make the simulation even more detailed by decreasing the voxel size a little bit more. Yes, this is much better, but now we see that there are such steps here. To fix this, let's increase max sub steps. And we'll also do retime for the simulation. That is, I want the smoke to spread quickly at first, and after that move very slowly in the scene. To do this, let's make a time scale animation. Set it to 1 in frame 78, for example, and 0.25 in frame 95 and make a little more space for simulation. Make the distance of the camera plane a little smaller. An extrude distance also increase. Before we write the cache to disk, let's disable the fields that won't be useful. Go to output and disable all fields except density. To optimize the file size, switch on, convert to VDB and use 16-bit float. Compute min and max values are disabled, as these values will not be useful for rendering. Now, let's make a cache. I will put 350 frames and click save to disk.",
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+ "language": "en",
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+ "confidence": null,
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+ "duration": 854.44
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+ }