Pyro Bullet Simulation
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Hi, I am coming from using TurbulenceFD to do my fire simulations, and just getting into Pyro. Here is what I created in TFD:
https://www.dropbox.com/scl/fi/ohd4h2khxe0ewhp9r48hr/bullet.mp4?rlkey=1ocjget2en68nge1gthfpejiw&st=auhdldh1&dl=0Previously, I would do two separate simulations: one for the bullet traveling down the barrel, and another simulation of the explosion as the clears the muzzle. I would create these using C4D standard particle emitters, which then get interpreted in TFD as fire simulations. Is that the way you would go about it with Pyro as well? Or is there a completely different approach that may be better?
To learn Pyro, I have been following EJ's tutorial on YouTube:
https://youtu.be/c-x5kbiQeS4?si=argLFIutlUxMRhr4&t=591However, I noticed the quality of smoke in my viewport looks much worse on my machine than it does in the YouTube video:
https://www.dropbox.com/scl/fi/m4g1njwz441zulvaym7pl/viewport.png?rlkey=qwut7kr4sbz547vuxuvp7qcii&st=c32shbpl&dl=0Any idea why it doesn't look as good? I am using all the same settings, and I don't believe he did anything to the voxel size. Wondering if it could have something to do with my GPU?
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Hi mrittman,
Please have a look here:
https://help.maxon.net/c4d/2025/en-us/Default.htm#html/COM_REDSHIFT3D_REDSHIFT4C4D_NODES_CORE_VOLUME-COM_REDSHIFT3D_REDSHIFT4C4D_NODES_CORE_VOLUME_GROUP_9.html#COM_REDSHIFT3D_REDSHIFT4C4D_NODES_CORE_VOLUME_DENSITY_NEW_MAXThe best way would be to ask EJ if the project file is available. As you are not new to 3D, exploring other files might be of more value than getting a "do that" suggestion.
Having said that, please look below; I have changed the Voxel Size in one case (to address your point about it) and the parameter of the Pyro Materials under the Advanced tab for that Pyro Node, which has a much stronger effect. However, finding a balance that fits your art-directing target is key. Please note that changing the Voxel size requires a recalculation. Just changing the value will not change it on the fly. With a cache of the scene, you can upres.
Is that helping?
As a side note, please look into the Asset Browser; based on comments during our shows, artists have found answers to specific questions here.
All the best
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Thank you so much Dr. Sassi for the quick reply. Unfortunately I don't Redshift with my current C4D subscription, so I won't be able to take advantage of the Shadow Density Scale.
Ok, I will reach out to EJ and see if he knows why there would be such a difference in the viewport display!
Thank you for the suggestion of checking out the examples in the Asset Browser. I hadn't thought of that!Side note, how did you get images to show up in your post? When I try it, it shows an error?
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Hi mrittman,
You're very welcome!
Please keep in mind that many simulation parts of the application work mainly on the Graphic Card. The preview that you get there is what it is, a preview.
In the end, the rendering is the key, and the preview should not be the only guidance for all the project work.Please check your render settings to switch to Redshift; it is part of Cinema 4D. The Redshift subscription for Cinema 4D would enable more render clients in a render farm.
https://www.maxon.net/en/product-detail/cinema-4dPlease use images of 500 pixels in height; then it should work.
Anything else, please, as Dropbox, Google, WeTransfer, Adobe, or Apple. (No upload of Zip/rar, etc., nor tiny URL, and please no HTML URL wrapper) Based on security, no exception.All the best
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@Dr-Sassi Gotcha, ok thank you again good sir!
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Thank you very much, mrittman, for your reply.
I hope you will have as much (or more) success with your new project as you had a while ago!
Cheers
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@Dr-Sassi Thank you so much Dr. Sassi, that’s very kind of you
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That is easy to say about your work, mrittman,
Your passion for details and quality shows, and that is motivational.
Enjoy!