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Project: Backflow Incense Cone Burner

This project is a personal project of study pyro system in Houdini

Reference

Something Different Wholesale, Bamboo Waterfall Backflow Incense Cone Burner, Video. Youtube, August 20, 2019, https://www.youtube.com/watch?v=ZdexCuHJ5Fg

Working Progress

Tutorial Possible Help:

[Pyro system] Dry Ice

https://www.youtube.com/watch?v=ibYKryjk-Vc 

[Partical system] Particle introduction

https://www.youtube.com/watch?v=A2xDldalYQg&t=779s

May, 9, 2024 Update

Following the tutorial, I tested the Pyro system. By adjusting the <Buoyancy Dir> attribute in the <pyro solver> node to negative, I make the smoke fall on the ground instead of floating up into the air. I decreased the <Dissipation> and <disturbance> to make the pyros live longer and not fly away too far from the path.

Snipaste_2024-05-11_14-22-02.jpg

Then I tried to add collision to it. Even though the collision does hold the pyros and change its path, the pyros goes through the collision.

Snipaste_2024-05-11_14-23-16.jpg
May, 10, 2024 Update
Before solving the collision problem I decide to mode the flame holder first. So that I can better play with collision
Snipaste_2024-05-11_14-33-23.jpg
May, 13, 2024 Update
I searched on how to make a collision work and found that:

I need to use <Volume Collision> instead of <Solver Defult>. Then by turning off <Display Geometry> and turning on <Collision Guide> in <Static Object Node> I actually can see my collision.
Screenshot from 2024-05-17 20-52-44.png
Then I found that My Collision had a big hole. The subdivision of the collisions is too broad that it cannot identify the thin wall on the Collision object.
Screenshot from 2024-05-16 17-14-33.png
By changing Mode to <Volume Sample> and adjusting <Uniform Division> link the volume from Geometry to <Proxy Volume> I can get a more detailed collision.  However, the simulation time also increased 
After solving the the collision problem I quickly test with both pyro system and particle system 
Screenshot from 2024-05-13 11-10-31.png
Screenshot from 2024-05-13 11-10-38.png
particle system
Screenshot from 2024-05-13 11-09-57.png
Screenshot from 2024-05-13 11-10-13.png
May, 16, 2024 Update
I found a shelf tool in <Legacy Pyro FX> called <Dry Ice> and decided to try it.  Because my smoke is smooth I need to turn <Disturbance> <Shredding> <Turbulence> off but increase <Sharpening> for a clear shape. Also, increase <Viscosity> to keep the smoke together and have a feeling of sticky.  I got a thin and clear shape successfully.

However, I found out, in the preview, the smoke is very thin and light. There's no doubt I can barely see the smoke in the rendered view.
Screenshot from 2024-05-16 20-50-28.png
After fighting with the attributes and still can't figure out how to make the smoke thick. I see this post online. 
Snipaste_2024-05-16_20-43-04.jpg
So I decide to cheat by increasing <Scatter Coefficient> in Redshift render. I got this result. It looks okay but not the same to what I want, so I will keep working on it.
Screenshot from 2024-05-16 20-50-16.png
May, 17, 2024 Update
Changed the shape of the holder model.
Snipaste_2024-05-17_21-51-52_edited.jpg
Snipaste_2024-05-17_21-52-09_edited.jpg
Because I am confused with the setting of the Pyro Simulation I started testing with a single variable.
 
pyrotest_viscosity2.gif
pyrotest_viscosity1.gif
pyrotest_viscosity.5.gif
pyrotest_viscosity.15.gif
             Viscosity: 2                                  Viscosity: 1                               Viscosity: 0.5                         Viscosity: 0.15
pyrotest_points5.gif
pyrotest_points2.gif
pyrotest_viscosity.5.gif
pyrotest_points.5.gif
    Partical Seperation: 0.02        Partical Seperation: 0.05          Partical Seperation: 0.1          Partical Seperation: 0.2
Tomorrow I am going to test :
1 Add temperature and Buoyancy Dir downward. 
2 Separate 1 pyro simulation to 3 pyro simulations.
3 Run Flip simuation
May, 20, 2024 Update
Options 1 and 3 don't work at all. Option 2 kind of work
May, 26, 2024 Update
After getting the basic shape of the smoke, the next step is to figure out the wind. Refer to this video I learnt to add by <gas wind> and <gas field VOP>
<gas wind> is a single node that can add wind force to the pyro, but equally influence every part of the pyro.
<gas field VOP> I need to do more work. However, this way I can control different parts of the pyro by different attributes. For example, I use density to control velocity, with lower density it has a higher velocity. This will make the thicker smoke drop downward, at the same time the thinner smoke flies away. 
Screenshot from 2024-05-27 11-25-48_edit
Screenshot from 2024-05-27 11-25-16.png
Also, I noticed, there's smoke rushing to the outside of the container because of the collision. I don't want that. However, if I decrease its lifespan to solve this problem, I will make the fly-away smoke short and not as beautiful. Therefore I added another volume named it sink and made it "subtract" instead of "add". When the pyro reaches this new volume it disappears like it is sunken. And wouldn't give extra smoke. 
example04.gif
Screenshot from 2024-05-27 11-38-42_edit
example05.gif
Not yet finished, but what I have right now looks like this. 
May, 28, 2024 Update
I watched the video, which introduces how to make visible custom velocity to the pyro
I made a little test like this.
And apply it to my work
Final Render
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