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ADVANCE & EXPERIMENTAL PERSONAL

PERSONAL PROJECT: PART 2: METEOR, PYRO AND SPARKS

I started by building a simple model of a meteor. I took a sphere, sized it appropriately, and then added a mountain node as a result. This mountain node introduces noise to the surface by adding deformities to a geometry.

meteor

After this, I added an attribute named “attribute randomise” while scattering various points throughout the sphere’s surface. Every single point is given a random scale or characteristic thanks to this node. Later, I added spheres to these places and a boolean to make the surface of the model void.

work flow for meteor

After the modelling phase, I began the project’s primary duty, which is the creation of FX. I started by animating the meteor as necessary for this. I then used the point Velocity node to determine the velocity and add irregularities to it. Volume have the features of density, temperature, velocity, and in certain cases burn, which are the essential characteristics required for pyro emission.

velocity

After the modelling phase, I began the project’s primary duty, which is the creation of FX. I started by animating the meteor as necessary for this. I then used the point Velocity node to determine the velocity and add irregularities to it. Volume have the features of density, temperature, velocity, and in certain cases burn, which are the essential characteristics required for pyro emission.

paritcles for volume
volume with includes density, temperature and velocity
workflow for volume

The voxel size of a pyro stimulation is one of its most important components. The size of the voxels is a crucial aspect of stimulation quality. Slice thickness and pixel size both influence voxel size. The effect of stimulation performs more effectively the lower its value is.

setup for pyro

I attached each of these volumes to a Pyro source node after this step. The input geometry of the Pyro Source SOP is transformed into points that can be used as sources for pyro and smoke simulations. The generated points can be rasterized and imported into the desired DOP fields by the Volume Source node after being added with the specified characteristics by this SOP.

By changing the values of density, temperature, and velocity, I began pyrotechnics. This phase is essential since it is the centre of attention. This phase allows us to distinguish between the pyro of a candle and the pyro of an eruption of a volcano.

The process of manipulating the pyro to increase its potency begins after this phase. Due to this, I changed the properties of Turbulence and Disturbance (which refers to a fluid’s departure from a smooth (laminar) flow), which means that we added noise or, disturbance to the flow. Vorticity, which is an irregular eddying motion, is what defines turbulence. Adding shredding to this project was a must as Shredding is the main method for adding the kind of high-frequency details to the stimulation.

Additionally, I enhanced this stimulation by including a gas vortex confinement node. This gas confinement node enhanced the visual appeal and further shredding the pyro effects by adding even more small features.

Workflow for caching

I eliminated all the attributes that I would no longer require after Pyro solver. Temperature and density would be the necessary factors. The texturing of Pyro requires these properties. Additionally, I volume compressed this stimulation while I was conducting it, which helped to shorten the stimulation’s duration by removing unnecessary voxels and characteristics. File caching comes after this stimulation.

Later with the help of Pyro bake volume I added the texture to the pyro.

Final Pyro
Addition of texture

The secondary components of stimulation—sparks—come next. For this, I created a straightforward pop system and added pop force to give it variety in particle emission and velocity. Following that, I added a trail to these particles, turned it into a line, and then textured it appropriately.

sparks
Final

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