Pyro
Emmiter
- After struggling to get good shaping on my fire I decided to use a procedural source instead of a pop network. This let me avoid a lot of the stepping I was getting and also added a lot more detail.
- I stuck scattered points to the plane wing using prim uvs and attribute interpolate.
- I calculated my emitter velocity using a trail and added some noise.
- I used a vop to displace particle systems along their velocity at varying strengths based on their copynum attribute.
- I added a couple levels of noise to burn and temperature.
Pyro Sim
My simulation is focused on breaking up the fire using turbulence and shredding.