Burnout Update 3 : Finalizing Pyro + Look-Dev

Turbulence enabled

Control fields enabled and used in the DOP micro solver on the Turbulence

PROBLEM: Turbulence is affecting smoke the same way everywhere making it look unnatural


SOLUTION: Use control fields in the microsolver to have it affect the smoke differently based on certain fields, Video below explains this really well!

 

This Video by HoudiniSimon (Simon Holmedal) Explains in really great detail how to set up Control Fields in the DOP microsolver. I followed this tutorial to get better control over the Turbulence in my simulation.

 

Control Fields are setting in the micro solver that allow you to specify a min and max range to control certain areas differently, I use it to control the effect of the turbulence on the density using a control field on max density by using a modify data in the DOP. 

 

**NOTE** In my final simulation I don’t use Density to calculate my max in my range, but instead  the speed max. This is explained when showing my final Pyro and DOP Network.

First version of wind and temperature added

Corrected wind and improved temperature

 

PROBLEM: Smoke would not rise correctly when changing bouyance or temperature, as it would affect the whole simulation uniformly.

 

SOLUTION: use an attribute transfer to add certain value of temperature on my source at a certain frame, so I could art direct the rising of my smoke as seen in my reference

Final Pyro

 

For the final simulation I changed quite a few things.


I utilized the speed field built into the pyro solver to compute the speed of the velocity for the gas disturbance. I followed how HoudiniSimon does it in the video below, but instead of making my own Max Speed field it was already made for me.

The Image above explains my Control Fields Setup.

 

1 ) I enable the speed field in the Pyro Solver

 

2 ) I add a Gas reduce to calculate the maximum speed

 

3 ) I add a Modify Data to find the absolute max because the speed changes throughout the simulation so It returns the max value always.

 

4 ) Displays speed values in the geometry spreadsheet

 

5 ) In my Gas Disturb I am using the speed field as my control field and using the Modify Data value in the Control Max

 

6 ) In my Gas Turbulence I am using the density field and using the Modify Data value in the Control Max

 

 

 

**NOTE: For my final simulation I cache out as a .VDB instead of .bgeo.sc because VDB’s allow me the option to bring my pyro simulation into any package that supports it, it is also more memory friendly and can be compressed to 16bit using a pyro post process node saving lots of disk space

The Tread effect was simple to achieve. I utilize the same object merge I use for making my pop sim emitter. Instead I separate the rear tires, pack them to get only one point and match size it to be at the bottom of the tire. Then using an attribute transfer on very dense geometry I was able to get the tire treads which will work in the shader network.

 

I add a random function to change the width of the actual transfer for a bit of breakup.
I also do some VEX with the help of (Zach Jantz and Kyle Lin) to offset my transfer points to get more interesting tire tread shapes. (VEX included in node tree)

 

I use the solver SOP to keep the previous frame information which I then cache out.

 

This video shows the same way I approached my attribute transfer: VIDEO

Lighting and Camera Inspiration

Main lighting reference

Finding a good camera angle to show off both pyro and look cinematic.


Decided to go with the bottom left.


**Pyro is red just for visibility in the viewport.