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.

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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.

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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.

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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.

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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

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