Above is the flipbook and render of my Houdini Pyro assignment. For our next project in Visual Effects 2, we had to use the Pyro option in Houdini to create fire. I chose to create a torch, for this one. I had much more trouble with this assignment than the first one. Overall, I just have a harder time understanding Houdini, but I did try my best. I could use a lot of work, though. The fire itself is too large to be a real torch. Also, it fluctuates too much. Still, the color is fairly nice
Here is the plan that I typed out before starting.
For this assignment, I will be making a torch fire. To start
off, I will model a very simple torch in order to have a prop in the scene to
add to the effects of the fluid. Once the models are placed and scaled
correctly in Houdini, I will then start the fluids by creating a torus to emit
the Smokeless Flames. Setting up the container is the next step. This must be
done before adjusting the motion of the fluid. I will adjust the Division Size
so that the container has more resolution. I will also make sure that the
voxels remain square in order to not cause distortion. For even more control
over the motion, or if I wanted to view a certain part individually, I can go
into the Pyro node attributes for the container.
Next, I
will adjust the motion of the fluid so that the flame looks more believable. I
will do this in they Pyro Solver of the AutoDopNetwork. Under the Simulation tab, I will start by
adjusting the Timescale in order for the fire to move faster. However, because
of this, I will need to also adjust the substeps of the fluid in order to not
lose detail. I will also make the flames shaper, or more crisp, by lowering the
Temperature Diffusion. The Cooling Rate will be raised in order to keep the
flames small and contained.
Continuing
on with the movement, I will go into the Combustion tab and slightly adjust the
Gas Release to cause a small burst for the initial ignite. I may also look at
adjust the Ignition Temperature, to make sure that the flame starts burning on
frame 1, and Flame Height, in case the fluids need to be taller. To finish up the motion, I will go into the
Shape tab and adjust the Confinement. This will create the swirling effect of
the flames that we see in torch fires.
Once the
motion is all done, I will move onto the shading. Going into the Shop network,
I will start by adjusting the color in the Color tab. I will switch Constant to
Artistic, so that I can create the strong color variation of fire. If needed,
this is where I would do any type of color correction before rendering. After
the material has been finished, the only thing left to do is to complete a
memory cache of the simulation and render. I will do this by creating a camera
for the render view and then creating a Mantra-PBR node. From here, I will set
up my render options and render out an image sequence. This sequence will be
taken into either After Effects or Nuke and be exported as a movie file.
No comments:
Post a Comment