.. _bpy.types.SmokeFlowSettings: ***************** Smoke Flow Object ***************** .. admonition:: Reference :class: refbox :Panel: :menuselection:`Physics --> Smoke` :Type: Flow *Smoke Flow* objects are used to add or remove smoke and fire to a :doc:`Smoke Domain ` object. To define any mesh object as a *Smoke Flow* object, add smoke physics by clicking *Smoke* in :menuselection:`Properties --> Physics`. Then select *Flow* as the *Smoke Type*. Now you should have a default smoke flow source object. You can test this by playing the animation :kbd:`Alt-A` from the first frame. If your source object is inside your domain, you should see smoke. .. TODO2.8: .. figure:: /images/physics_smoke_types_flow-object_settings.png :align: right Smoke Flow options. Settings ======== .. admonition:: Reference :class: refbox :Panel: :menuselection:`Physics --> Smoke --> Settings` :Type: Flow Flow Type --------- Fire Emit only fire. Note that the domain will automatically create some smoke to simulate smoke left by burnt fuel. Smoke Emit only smoke. Fire + Smoke Emit both fire and smoke. Outflow Remove smoke and fire. Note that the shape of the outflow will use the object's :term:`bounding box`. Flow Source ----------- Source This setting defines the method used to emit smoke and fire. Mesh Create smoke/fire directly from the object's mesh. With this option selected there two additional settings, *Surface* and *Volume*. .. _smoke-flow-surface: Surface Maximum distance in voxels from the surface of the mesh in which smoke is created (see :term:`voxel`). Since this setting uses voxels to determine distance, results will vary depending on the domain's resolution. Volume Amount of smoke to emit inside the emitter mesh, where 0 is none and 1 is Note that emitting smoke based on volume may have unpredictable results if your mesh is :term:`non-manifold`. Particle System Create smoke/fire from a particle system on the flow object. Note that only *Emitter* type particle systems can add smoke. See :doc:`Particles ` for information on how to create a particle system. With this option selected, there is a box to select a particle system and one additional setting, *Set Size*. Set Size When this setting is enabled, it allows the *Size* setting to define the maximum distance in voxels at which particles can emit smoke, similar to the :ref:`*Surface* ` setting for mesh sources. When disabled, particles will fill the nearest :term:`voxel` with smoke. Initial Velocity When enabled, smoke will inherit the momentum of the flow source. Source Multiplier for inherited velocity. A value of 1 will emit smoke moving at the same speed as the source. Normal When using a mesh source, this option controls how much velocity smoke is given along the source's :term:`normal`. Initial Values -------------- Absolute Density Maximum density of smoke allowed within range of the source. Density Amount of smoke to emit at once. .. _smoke-flow-temp-diff: Temperature Difference Difference between the temperature of emitted smoke and the domain's ambient temperature. This setting's effect on smoke depends on the domain's :ref:`Temperature Difference `. Smoke Color Color of emitted smoke. When smoke of different colors are mixed they will blend together, eventually settling into a new combined color. .. figure:: /images/physics_smoke_types_flow-object_color-blending.jpg Flame Rate Amount of "fuel" being burned per second. Larger values result in larger flames, smaller values result in smaller flames: .. figure:: /images/physics_smoke_types_flow-object_flame-rate.jpg Example showing two fire sources. The object on the left has a *Flame Rate* of 5, while the one on the right has 0.3. Sampling Subframes Number of subframes used to reduce gaps in emission of smoke from fast-moving sources. .. figure:: /images/physics_smoke_types_flow-object_subframes.jpg Example showing two fast-moving sources. The object on the left uses 0 subframes, while the one on the right uses 6. Vertex Group When set, use the specified :doc:`Vertex Group ` to control where smoke is emitted. Texture ======= .. admonition:: Reference :class: refbox :Type: Flow :Panel: :menuselection:`Physics --> Smoke Flow --> Texture` .. TODO2.8: .. figure:: /images/physics_smoke_types_flow-object_advanced.png :align: right When using a mesh as the *Flow Source*, you can use these settings to control where on the mesh smoke can be emitted from. These settings have no effect on outflow objects. Use Texture When enabled, use the specified texture to control where smoke is emitted. .. container:: lead .. clear Example ======= These settings are useful for effects like this: .. figure:: /images/physics_smoke_types_flow-object_texture-usecase.jpg :align: center :width: 500px