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JuWeiFan
Wang
​FX Artist

Week8 Particle And pyro trail

Update: 8/1/23

Process Part 1 
 

I am not very satisfied with the trail of smoke and would like to adjust it again, mainly because at the end, the tail smoke stays for too long, which gives a feeling that the impact is not intense. I hope it can dissipate quickly

屏幕截图 2023-08-02 154414.jpg

low res

I adjust the dissipation to makt the trail littlt bit shorter, and use the ramp part to keep the initial smoke trail should not be too short(low res worked and I will test the high res)

high res

convert to particle change the life ecpectancy to 0.4

屏幕截图 2023-08-02 215132.jpg

close shot

base on the result set the pscale and density.

For trail pscale = 1, upper body pscale = 0.75

density  = Cd.x;

create the volume rasterize attributes node (density is too low)

屏幕截图 2023-08-03 124803.jpg

create the pyro bake volume, set density 100(head shows up but the trail still don't show up(the trail simulation's const birth rate is too low ))

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const birth rate 350

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const birth rate 35000

when I test render I found that inside pyrobakevolume already set the material inside which is mantra node, I have to find way to reset the material node which belongs to the red shift.

the trail part is overlap the upper body part which make a lot of detail wasted

屏幕截图 2023-08-03 202015.jpg

create the vop node and get the age data. sue the ramp parameter to select the overlap part

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ramp parameter

subtract

the black part will not show up after convert to volume

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after adjust the shape of the volume, how to render with the redshift is the next step

Anchor 1
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in this way even though it can render in mantra, but this way can not render in redshift(I'm not sure the reason is from my computer or the node. when I render it will tell me the memory is not support and then the file crashed. )

When I put the pyro bake volume node under the pyro dop network it can be rendered in redshift. Combined with several other methods, I found that rendering Pyro in redshift.

屏幕截图 2023-08-07 111421.jpg
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the shader node must be in the RS materail builder otherwise it won't work

屏幕截图 2023-08-07 114946.jpg

in the volume shader emission channel should taped in  temperature  

name attribute output the temperature attribute

after the render worked but I add the pyro solver so I have to adjusted the simulation

屏幕截图 2023-08-07 115549.jpg

This corresponds to three videos

in the pyro solver, because it don't have the temperature and flame attribute. so I only keep the density. after that the volume can be rendered successfully

屏幕截图 2023-08-07 114721.jpg

The brightest spot should not be in the middle of the trail, but should be near the head of the model 

屏幕截图 2023-08-07 121806.jpg
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these three update still haven't change the result(the brightest part still in the middle)

Pscale and density I change it by the attribute wrangle

@pscale = 2;

@density = @Cd.x *2 ;

屏幕截图 2023-08-07 122203.jpg

this one I know I'm on the right path the brightest part changed from middle to the head

but you can see there have the steps shape in the smoke from v11-v16, I'm trying to fix this shape(I want the trail density can cover that or the upper body part not too thick)

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v17 In close shot even though it still have step shape, But overall, it can be ignored, and the shots used in the final rendering will only be further away than now

Just now, I might have forgotten to upload a comparison map between the mountain and the water god.

屏幕截图 2023-08-07 231803.jpg
Anchor 4

normal people       water god

屏幕截图 2023-08-07 231817.jpg

reference

Bibliography

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