Pyro’s “Set to Movement” velocity with deformed/animated emitter geometry – is it possible?
Movement velocity seems only working when animating the whole emitter object in xyz but ignores any deformations of the geometry itself (eg. caused by a deformer such as “skin”).
If I remember right, it could be achieved in TurbulenceFD either by adding a smoke collision tag to an instance of the emitter geometry, or using a velocity vertex map. Can’t recreate any of that with Pyro.
Many thanks for any suggestions.
Dr. Sassi last edited by Dr. Sassi
I had to find a setup where this becomes clearly visible.
Yes, instead of a continuous stroke, I get dots with Joint driven surfaces.
I'm not aware I miss a setting here, but since it is new, I might. I will dig deeper over the following days.
Place the surface into a Cloner while set to Object. Then apply some small objects to the Cloner and the Pyro tag to the Cloner.
I got some good results with Velocity Change Direction and Sub-step Mode Continues. (The Clones can be set to "not visible")
Of course, I would love to see an example scene that resembles your problem to see your goal. Perhaps with a PSR animated source as target-reference. Please use DropBox; thank you. (I can provide an upload link, of course.)
Another option would be to build a Stunt-double, which would be a rough body shape for each "joint" while being directly driven as Object (not weighted) by the joints. Either as an XPresso iteration or via Constraints.
While a super-fast "fix" would be the use of a Tracer. Set to Limit from the end, so it "bridges" always one frame with Splines for each point.
My best explanation (personal view) is that any character has enormous velocity values when animated. In this way, the resulting Pyro effects might take a long to produce. In our next meetings, I will ask about the basis for this problem. I will report back if I have something worthwhile.
Thanks for the question, which made me play with this problem for a while. Love it. But, yes, sorry that it bothers you right now.
All the best
Thank you for your reply and sorry for the late response (have to check my email notification settings
The Cloner workaround illustrates how impressive the smoke dynamics could look when driven by a mesh surface. However, it only works with rather simple shapes. When using a rigged character, the amount of clones needed to cover the surface seemed too high and pyro behaves different when being emitted from a cluster of small objects rather than from larger surfaces. With the ragdoll separation, too much details of the actual character skin would be lost and I'm actually keen to use this effect in combination with a velocity vertex map so that it only emits pyro from mesh areas above a certain movement speed. (btw, does C4D have a native velocity vertex map function meanwhile? Would be handy to not rely on third party plugins) I've noticed that it has a certain effect on the smoke when using an instance of the deformed skin as collider, but it doesn't really push the smoke away as it does when using clones.
Any hope this feature will be available one day?
Thank you and all the best!
Dr. Sassi last edited by
Yes, it needs a lot of tiny little clones to get from each surface detail a proper "reading".
I have to tet the puppet to see what can be done.
As usual, I can't say what is or is not in the works (NDA). I would do that one time and then never again
My best suggestion at this point is this link here:
Share Your Idea (ticket)
Of course, I will try to find other workarounds.
Last weekend I rendered a "stuntmen" from my last Rokoko Mocap session with Pyro.
So, you might imagine, I would also like to have that. So, I support your request to 100%
Thanks for any patience you can spare.
All the best
Dr. Sassi last edited by
P.S.: here is my stress test with a Joint based motion that, on top of it, will explode while moving back on end.
Ignore the surface for a moment, as this is just the prep to get it cached.
Again, this is certainly extreme.