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
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
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)
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 ))
const birth rate 350
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
create the vop node and get the age data. sue the ramp parameter to select the overlap part
ramp parameter
subtract
the black part will not show up after convert to volume
after adjust the shape of the volume, how to render with the redshift is the next step
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.
the shader node must be in the RS materail builder otherwise it won't work
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
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
The brightest spot should not be in the middle of the trail, but should be near the head of the model
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 ;
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)
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.
normal people water god
reference
Bibliography
http://127.0.0.1:48626/nodes/dop/pyrosolver_sparse
http://127.0.0.1:48626/nodes/dop/pyrosolver_sparse.html#dissipationtab
https://www.youtube.com/watch?v=XcIVqLKl-Ds
(337) HOUDINI EXPLOSION - REDSHIFT SHADER - PART I - BASICS - YouTube
https://www.youtube.com/watchv=cByKehoVEEA&list=RDCMUC6AnQg0B5D4TnwgpH9hgBjA&index=1
https://www.youtube.com/watch?v=yVIlPQO_p2I&t=245s
https://www.youtube.com/watch?v=kMT5_dXxLu8&t=553s
https://www.sidefx.com/tutorials/pyro-fire-power-up-and-shockwave/
https://www.sidefx.com/docs/houdini/nodes/sop/pyrobakevolume.html