Lets say we have an object that we have defined as a pyro emitter.
However when we run the sim, the flames/smoke hit the top of the container, damaging the effect.
Lets say we have an object that we have defined as a pyro emitter.
However when we run the sim, the flames/smoke hit the top of the container, damaging the effect.
With a pyro sim created, expand the pyro_import node (double click to expand): Select the import_pyrofields node and select the ‘Save to file’ tab in…
A quick look at some of the pyro solver node properties.
So you’ve created an awesome fire emitter, smoke is billowing off it just how you expected it to, however, something is a little ‘off’, you…
When we create a new smoke emitter, a pyro sim node is added to the global network (see below), lets take a look inside it…
To understand exactly how the smoke emitter works lets create one. In a new scene create a box and define it as a smoke emitter…
Create an object to be our emitter: With the object selected, click on the Pyro FX tab in the main shelf and select the ‘Billowy…