Turbulence FD Tests: Low Temp/High Temp

I still have more of these!  This quick video examines the Low Temperature and High Temperature settings in the Rendering tab of a Container inside TurbulenceFD. Since these settings are inside the Rendering tab, they are applied to your simulation after you have cache it, allowing you to make adjustments and see the results instantly rather than re-caching. It’s a numerical value that you can use to punch in new numbers an map a low and high temperature setting for your flame simulation. The numbers can remap the gradient of your flame to different values, allowing you to adjust what parts of your flame belong to lower or higher temperatures, and the values in between.

View the all the posts for the TurbulenceFD Test Series here

TurbulenceFD Tests: Pressure

OK this TurbulenceFD Test on Pressure clocks in at a quick 47 seconds.  Pressure is not a setting found inside the Container parameters like other items else I’ve detailed in the series so far. You can adjust Pressure inside the Emitter Tag on the actual object you want to light on fire. Pressure will cause the flames to either expand with positive values or contract with negative values. It’s pretty straightforward and if you check out the video you’ll see how it works. I would even keyframe it to an extent so you can maybe expand your flames quickly in the beginning of a burst and then have them mellow out gradually over time.

View the all the posts for the TurbulenceFD Test Series here

Turbulence FD Tests: Temperature Emission Mode

The Temperate Emission Mode and the value setting is usually the starting point for your sim. Every tutorial  I ever saw when I first started learning Turbulence FD always set the Temperature Emission Mode to “Normal” automatically and the value to “1”, no explanation ever given. Well, when you switch it to the other option of “Add”  and put a number other than “1” you get a very different result. In this video  I explore what happens when we change this setting in just over a minute long video.

View the all the posts for the TurbulenceFD Test Series here

TurbulenceFD Tests: White Point

Well this one is a little boring, but White Point is a simple setting that you can use to adjust how wide the range of values look in your flame sim. It’s just like in a Curves or a Levels filter in Photoshop where you can slide the White Point down and clamp the brightest areas of the image to lower values, so they aren’t as bright and your image has less contrast. Just a quick little 45 second video showing you how fiddling with this value can help you get the flame looking just how you want it to after caching.

View the all the posts for the TurbulenceFD Test Series here

TurbulenceFD Tests: Turbulence and Vorticity

Here’s a test on a tandem of properties that you may want to adjust together in TurbulenceFD. Turbulence and Vorticity are found right on top of each other inside the Simulation settings of your Container. By adding these properties to your simulation, you get some much needed variation in your fluid’s movement, turning a flame that looks rigid and uniform into one that looks far more natural. These settings yield different results when increased and then combined in certain amounts. Check out a couple of these comparisons side by side, and you can see how adjusting the properties separately or both at the same time can change how your fluid reacts. I was surprised when I saw the results, I expected the flame with higher turbulence to look like what the flame does with a higher vorticity, so this is a good video to examine the affect these parameters have on your project.

View the all the posts for the TurbulenceFD Test Series here

TurbulenceFD Tests: Damp Velocity

Any time I have seen a a “damping” or “damp” setting in Cinema 4D or another plugin it always is used to reduce or limit some type property. The Damp Velocity setting in TurbulenceFD does just that, by limiting the velocity of your flame. Check the short video out to see the results when you add this to your sim.

View the all the posts for the TurbulenceFD Test Series here

TurbulenceFD Tests: Buoyancy

When I saw the setting labeled Buoyancy inside TurbulenceFD I instantly did the a word association with it thought of “float.” I grew up in Florida and went out on the water a lot and passed countless actual buoys, those floating water markers usually covered in seagull crap, barnacles, or in one case when I was out west in California, sea lions.buoy

So my intuition was right with regards to the buoyancy setting and what it would do to my flame in TurbulenceFD. It controls how much the flame rises or floats.  The default value is set to 20, and if we increase or decrease the value we get some different results that may help you get the look you’re going for. Overall I feel like it’s a good setting to adjust how subdued or aggressive your flame will appear. Take a look at the video and see for yourself.

View the all the posts for the TurbulenceFD Test Series here

TurbulenceFD Tests: Voxel Size

So this is the first video in my TurbulenceFD Tests series, and I feel like it’s an important one to start with. Voxel Size in TurbulenceFD is basically a 3D resolution setting for our fluid simulation. It turns a regular pixel into 3D cubes, by combining it with volume (VOlume + piXEL). Voxel Size influences important aspects of your simulation, like how clearly defined your render will look andhow long the simulation will take to cache. I also touch upon some hardware speed testing with CPU vs GPU rendering that ties into your voxel size settings. This is probably one of the longer ones I’ll do for the series, even though it’s only like 3 minutes long. Check the video out to see the samples and explanation.

View the all the posts for the TurbulenceFD Test Series here

New Series: TurbulenceFD Tests

When evaluating a plugin’s usefulness, I like to ask the question “how hard would it be to do what this plugin does if I didn’t have it?” Well in the case of fluid simulation plugin Turbulence FD by Jawset, the answer is “damn near impossible.”

Creating animated fire had always been difficult. The way in which fiery flames move and behave is so organic that attempting to create it purely from software can fall pretty flat. Often times my best bet would use clips of real fire and composite it together in my project, it was as realistic as I could get.

Once I saw what TurbulenceFD could do inside Cinema 4D, I was amazed. Getting great looking fire looked so easy, with lots of flexibility inside of my own 3D project. But once I started using the plugin I was a little lost initially. Then I got sidetracked for over a year with other material and forgot just about everything I learned initially.

So once I got back to square one, I did things differently this time. I feel like there’s not a whole lot of great material available for learning TurbulenceFD online. Many tutorials tend to just plug in numbers in different parameters and skip out on explaining why you’re doing what you’re doing with the plugin. So as I tried learning the ins and outs of the plugin, I decided to renderer out some tests to visually understand how the parameters change the fluid simulation. My process was to just change  one parameter at a time, then compare and contrast the results side by side to see how the change affected the simulation. And I figured as long as I was learning the plugin,  I figured maybe I could help other out a little too by posting and explaining the comparisons.

All these test videos can be found here, and on my Vimeo album if you want to sort through them that way. Here’s a sample file which I used as the starting point for all these sims. I’m still learning the plugin and getting better at it, so I’ll keep posting videos as I go along.

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