Well all I know right now is that this will be a Maya Fluids and particles entry.
FXWars! Bonfire!: Brendan Thompson, Forensic,BURN IT ALL!
Testing out the air/fuel ratio of none:gasoline(15/1) and wood (6/1).
all other factors are identical. This looks much better for the gas and wood in the render versus playblast where I was preferring an air fuel ratio of 0.
interesting reading - http://en.wikipedia.org/wiki/Stoichiometry
http://forums.cgsociety.org/showthread.php?f=86&t=1021795
and one paragraph from Duncan helps with everything.
http://www.youtube.com/watch?v=ht8Kow7lhbc
This is a test of my potential workflow. I create a smaller container at 150 voxels that is the primary container for the flames. This is linked via the SOuP fluidtoAttributeArray to a larger fluid container also 150 voxels. The second container is density and velocity only. bother have wavelet turbulence but since they are different containers they can have different settings.
temperature driving opacity and incandesence. Maybe too much swirl and noise. 300 voxels.
I’ve decided to abandon wavelet turbulence as its too unstable and precludes using auto resize which I think contributes more to the simulation. Really wish Maya had a WT that worked with auto resize and an the ability to do voxel sparsing.
Looking cool.
I’ve had no solid story ideas yet for a bonfire , in weeks, days.
Was trying to avoid the “place fire here and burn it in some random space on Earth to show scale.”
Your work with Maya, which I do not use for CFD, is given me a slight idea. I prefer to have a story in my shots, and this shot is providing difficult to achieve that vs. simply eye candy.
Yep. I’ve had lot of ideas but they are all way to complicated for the timeline. My favorite idea was recreating the burning of the library at Alexandria or good ol’ fashion witch burn but I"m gonna go with an exercise in realism.
I’ve had to completely give up on using SOuP fluidAttributToArray and WT. auto resize is the culprit.
That means I’m getting the smoke element from the same fluid as the flames.
Here’s a test render.
here is the final cache and a playblast. 400voxels to 450 voxels with auto resize. Ran into a problem with one of the cache files which I"m hoping to fix in compositing. Gotta leave town for work so this is gonna have to be it for the look of the flames. I’m going to add a background and render out.
//youtu.be/watch?v=0MpTJICAbyk
Here is my final entry. I forgot how unstable the cache becomes when you have a really high resolution fluid container. Couple frame dropped out altogether and the second half of the simulation doesn’t feel right somehow. Still, I’m pretty pleased with the results over all.
If the video isn’t playing here’s the link. http://www.youtube.com/watch?v=0MpTJICAbyk
Ok guys, the plug goes live on Monday.
Until then I am not looking.
Please do post your final entry here:
FXWARS Challenge:38- Bonfire: Post Your FINAL ENTRY
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