Fire & Smoke Generator 1.0 user's manual
Generator settings
Fire&Smoke Generator Interface
Enable Fire&Smoke - global setting
that allow you temporary disable all F&S components.
Presets - open/close presets panel. Add Preset - adds your settings to a
preset, the currently selected frame be drawn as the preset thumbnail.
All information including color gradient will be stored in the preset
for later usage. You can also store only a gradient in a preset
using appropriate button from gradient tab.
Particle:
This Tab contains all particle settings. Emission Weightmap - your emitter may
be weightmapped to specify areas where emission should be greater
or smaller. Weightmap value <0 - no emission from this area.
Near 1 - max emission. Weight Cut off - if checked weight map
will be treated as a two values only rather than smooth full range
from -100% to +100%. It allows you to drastically cut off emission
area on a smooth weightmap. Propagation [FRAMES] - allows to extend
emission area over the desired time on a weightmap. Emission starts
on the area where weightmap is near 100% and propagates in time
to finally extend to whole object. Birth Rate [PARTICLES/FRAME]- how many
new particles should be emitted in every frame. Life Span [FRAMES] - time in frames
how long particle will live. Life Span Variations [%] - to achieve
more realistic look particle life is randomized and may vary in
this range. Max Speed - this setting allow you to
slow down particles that twirls too fast. This percentage setting
is linked with 'Heat Power'. Greater 'Heat Power'
automatically allow greater maximal speed so you don't need to adjust
this setting after you change 'Heat Power'. If you think
your particles swirl to slow adjust this setting to 200% or more
and watch the changes. Inertness [%] - the greater the particle
will be heavier. It will be more difficult to speed it up or to
change its direction. Get Velocity from Emitter [%] - transfers
part of emitter's velocity (energy) to particle. Appear [FRAMES] - when new particle
is created it appears in particular position suddenly. This setting
allows you to smooth the appearing process. Particle will fade in
smoothly during desired period of time. In most cases appearing
is very fast process this is why you can specify time in frames. Dissolve [%]- It is opposite setting
to above one. It will fade out particles in the percent of its life.
For instance if particle lives 30 frames and dissolve is set to
33% it would fade out in latest 10 frames of its life to smoothly
disappear. Dissolve is not as critical setting as appear one and
there is no need to set it's duration in frames. Show LW Particles - global switch. It
turns on LightWave internal particles that can be rendered with
any volumetric shader like HyperVoxels. This option is automatically
turned on during rendering session. Because LW particles may slow
down refresh rate plugin allow you to turn them off. If you want
to see HV OpenGL preview you have to turn it on. Show Vortexes - global switch. It turns
vortexes drawing in viewports for all F&S components. In the
top view you can see Vortex Area (red circle), in any side view
you can see Vortex Radius (red circles) and Area (red line), in
any perspective view you can see only twister position (dot) Show Wind Vector - global switch. It
turns on Wind vector drawing.
Environment:
Here are all controls of particle's environment.
Most of them are for vortexes control.
Heat Power [%] - it is main control here. you can adjust
heat of your emitter. When it is heater particles will move faster
up, twisters will also move faster.
Heat Fall off - Vortexes Probability [%] - 100% means
that in each frame new random vortex will be created. It is not
the same as 'birth rate' because it is randomized. 50% means that
it is fifty-fifty chance of vortex creation in a frame. 200% means
that up to two vortexes may be created in a frame and so on. Spin [%] - sets rotation speed of vortexes.
Note that the particle speed that is rotated by a vortex may by
cut off by 'Max speed' from previous tab. You can add variations
using Spin Variations setting. Spin affects only newly created
vortexes. Vortex that already exists remember its spin from the
frame when it was created and changed spin (envelope) will not affect
it. Vortex Area [m]- area that is affected
by a vortex. Try different area sizes and watch the influence on
your particles. The smaller doesn'n't mean the weaker. It has no
influence on vortex radius. Vortex Radius [m]- within this radius
particles will be spun at the edge of vortex area. Particular vortex
could be compared to toroid. Propagation with Heat (up) [%]- it is
multiplier of heat power for vortexes. Set over 100% force vortexes
to move up faster than particles. it makes very big difference on
overall smoke behavior. Life Span [FRAMES] - it is vortex life
time in frames. On the previous tab there was life span for particles,
here is for vortexes. The more vortexes are currently active the
longer is computing time so try to use life span as short as possible. Move Vortexes like particles - normally
vortexes don't influence on each other and go up (heat power) and
follow the wind. When you check this option each vortex will interact
with others and one vortex may swirl another. Expand Particles [%] - particles get
additional movement in the direction of face normals from which
was emitted. Its influence grows with distance from the emitter.
It allow you to create smoke that is much bigger at the top than
at the bottom. It is smoke expansion. Note that expansion directions
depends on the emitter shape!
4% ball
30% ball
4% two faces
30% two faces
Vect. Norm. Influence [%] - it is very
similar setting to previous one but with one big difference. Particles
are emitted in the directions of normals and this influence fade with
distance from emitter.
5% ball
50% ball
5% two faces
50% two faces
Wind Controlled by Object - wind direction
and power can be easily controlled by a Null object. Distance of the
Null from the origin of the axis it is a wind power. Blue line between
the Null and axis origin shows wind direction. Manual Wind Velocity [m] - sometimes you
may need to control wind power independently. If this value is non-zero
it will be taken as a wind power instead of Null distance. Local Wind - direction of the wind is
computed in local object coordinates instead of globals. Wind - the wind influence is also non
linear. Wind is strongest at the top of the smoke than at the bottom
of it.
Final wind value is a sum of all wind types.
Simulation:
Start Frame - particle computing starts
from this frame. Note that you can set it to negative to get full
fire/smoke in frame 0. End Frame - end of simulation. There
will be no particles after this frame. Seed - random seed. Change this value
to get different smokes with the same settings. If you think your
settings are ok but you don't like the smoke - change it and recompute
particle movements. Bake Particles - it is very useful button.
When you are satisfied with particles and don't want to re compute
their movements next time you load your scene you can bake all already
computed frames into single file. Than you can use Fire&SmokePlayer
(attached to your emitter or even null) to read particle
data from that file without your machine having to re compute.
Color:
To select Color - click on the color gradient.
Nearest color will be selected. The selected color is marked white
with black line. To Add Color - to add new color
to your gradient just click in the upper black area in the gradient
view. To Remove Color - click on the box below
gradient color. Starting color cannot be removed. To change Age - move the age slider.
The currently selected color age will be changed. Color - changes current color.
Color Mixing - you can choose how your
gradient colors should blend each other. Add Gradient to Presets - you can store
your gradients separately in presets to try different colors for
the same fire or smoke and to re use your favorite gradients. Show Color in Viewports - draw colored
particles or normal blue (yellow when object is selected).
Info:
This tab contains information about current frame. Number of active
particles, number of polygons etc.