Inferno Force operator

The Inferno Force operator allows you to inject forces into an Inferno simulation.


Advanced Rollout

  • Affect magnitude %: controls the extent to which forces injected by this operator will affect the magnitude of existing velocities in the simulation, rather than just their direction. 0% means the Inferno Force operator will only affect the direction of velocities in the simulation, whereas 100% means magnitude and direction will be affected.

  • Conservation bias: controls the extent to which forces injected by this operator will be injected before/after the simulation’s conservation step. 0 means forces will be injected entirely before conservation, 1 means entirely after, and values between 0-1 means forces will be injected partially before and after.

Conservation, which removes velocity divergence in the simulation, can sometimes over-smooth strong forces that are injected. In scenarios where you want to exert finer control over how forces behave after conservation is applied, you can adjust the bias value to be greater than 0.

The Advanced rollout also provides per-channel relative controls that scale the overall force contribution based on local simulation values. Each channel can be enabled independently and configured with a min/max range and a curve defining how the channel value maps to the force multiplier.

  • Relative to density: when enabled, force strength will be scaled based on the local density value.

  • Relative to fuel: when enabled, force strength will be scaled based on the local fuel value.

  • Relative to temperature: when enabled, force strength will be scaled based on the local temperature value.

  • Relative to velocity: when enabled, force strength will be scaled based on the local velocity magnitude.

  • Relative to meshes: when enabled, force strength will be scaled based on proximity to the specified mesh objects.

  • Zero distance if inside volume: when enabled, voxels that fall inside the mesh volume will be treated as having zero distance to the surface, causing the relative force multiplier to use the minimum value for those voxels.

The inside/outside test performs a simple nearest-normal calculation to deduce whether a voxel is inside or outside of a mesh. This test may fail for open meshes, self-intersecting meshes, or groups of meshes that intersect each other. It works best on closed meshes that do not intersect.


Inferno Force Rollout

Forces

  • Force list: the list of force helpers whose force values will be sampled and injected into the simulation each step.

Built-in Forces Rollout

Built-in Drag

  • X/Y/Z %: the percentage of velocity removed along each world axis per step. Higher values slow fluid motion more aggressively along the corresponding axis.

Built-in Gravity

  • Strength: the strength of the downward gravitational force applied to the simulation each step.

Built-in Wind

  • X/Y/Z: the direction vector of the wind force.

  • Strength: the strength of the wind force applied along the specified direction.

Built-in Noise

  • Inject as pressure: when enabled, the noise force will be injected into the simulation as a pressure value rather than directly as a velocity force.

Built-in Noise 1 Rollout

  • Noise mode: controls which noise algorithm will be used.

  • Noise texmap: the texmap that will be used by the noise texmap mode(s).

  • Noise preview: a preview image showing a 2D representation of the selected noise mode.

  • Strength: the strength of the noise (a multiplier on the default noise range of [-1, 1]).

  • Frequency: the speed at which the noise will evolve over time.

  • Scale: the scale multiplier for position values sent through the noise algorithm. Smaller values create larger noise patterns.

  • Roughness: controls the amount of extra detail applicable noise modes will generate.

  • Lacunarity: controls the scale of successive noise octaves for applicable noise modes.

  • Gain: controls the relative intensity of successive noise octaves for applicable noise modes.

  • Iterations/Octaves: controls the number of overlapping noise patterns that applicable noise modes will generate.

  • Phase: provides manual control over the evolution of the noise over time.

Built-in Noise 2 Rollout

A second independent noise layer that can be combined with the first. Supports Simplex/curl noise only.

  • Noise mode: controls which noise algorithm will be used.

  • Noise texmap: the texmap that will be used by the noise texmap mode(s).

  • Noise preview: a preview image showing a 2D representation of the selected noise mode.

  • Strength: the strength of the noise (a multiplier on the default noise range of [-1, 1]).

  • Frequency: the speed at which the noise will evolve over time.

  • Scale: the scale multiplier for position values sent through the noise algorithm. Smaller values create larger noise patterns.

  • Roughness: controls the amount of extra detail applicable noise modes will generate.

  • Lacunarity: controls the scale of successive noise octaves for applicable noise modes.

  • Gain: controls the relative intensity of successive noise octaves for applicable noise modes.

  • Iterations/Octaves: controls the number of overlapping noise patterns that applicable noise modes will generate.

  • Phase: provides manual control over the evolution of the noise over time.