Burnout Update 2 : Animation and Basic Pyro
First Thing I decided to do was do a Look Dev test on my model so I know it renders okay and that I won’t run into any issues during the look-Dev and rendering part.
PROBLEM: The initial model I picked was not set up in an efficient way to assign materials. I decided to find a new model instead of spending time fixing my current model.
SOLUTION: This new model required very little cleanup of the actual Geo, but the really nice part was it came in with pre assigned materials. This translated into SHOP groups witch allowed me to assign the right material to the right Geo because the groups were pre-made for me.
This was a quick Look-development test I did using htoa (Arnold for Houdini).
Now that I knew my model would work I can start to work on Animation and simulating my pyro.
Animation was done by drawing a curve and resampling along with smoothing it out. Then using a carve node and animating it to travel the curve. Then using the carve node point I use it to copy to points the car.
Left is an initial test with animation and default pyro solver settings.
Right is another test by using a point velocity on my source and changing dissipation to be even lower. (Dissipation too low now)