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Rolex
12-19-2010, 05:42 PM
Hey guys.

I have been working on a volcanic smoke emission for few weeks but haven't reached a satisfactory level. Mainly on texture and render attributes. Though i think my simulation is pretty ok. I was hoping i could get some help and guidance to make it way better and achieve some photorealism.


Here is the link for my current smoke status.

http://www.youtube.com/watch?v=HJV14HMaz2k

Here is a reference link for the smoke.

http://vimeo.com/1963815

*** Render shots= MR+FG+GI.
Container resolution is 40,60,40.with size 20,30,20.
do notice i dnt have a production system. so please dnt suggest to crank up the resolution.

Thankyou,
Cheers :beer:

earlyworm
12-19-2010, 07:13 PM
I think the type of movement is fine - I'd say that the speed of that movement is still too fast.

As for rendering. Too much direct light - is this going to be composited into a live-action shot or is the shot purely CG? If it's being composited into a live-action vfx shot I'd start by bring in the live action plate to use as reference. At the moment there is too much direct light coming in and your not getting enough ambient light in there to provide any sort of tonal range to the shading across the cloud - in other words the shading on your smoke is either lit or in shadow - you should be able to see details in the shaded areas of your cloud.

Also note that in the reference it looks like there is a smaller, fainter secondary cloud hanging around the bottom of the main column on smoke.

Rolex
12-20-2010, 12:13 PM
This is a pure CG shot, and no live action footages will be used. About lighting i have only used one directional light with MR and GI. So what exact light combo are you suggesting me to use?
will physical sun and sky do the job?

Rolex
12-20-2010, 01:52 PM
Here is a shot with a BG.

Here is another reference image. Is it even possible to achieve somewhere close to this image. help me guys..

http://thetruthbehindthescenes.files.wordpress.com/2010/09/vul-ind.jpg

Starrider
12-21-2010, 09:28 AM
For the sim side: try to emit from more then one source with animated speed/amount so you have a bit more interesting birth. This will help to break up your top cloud a bit more too.

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