Ok, heres the final post:
The fire was made in Maya suing Maya Fluids, to get some extra detail in there I used the SouP to double the fluid simulation. The process is quite simple:
- Set up the fluid simulation in Maya and tweak until you are kinda happy. dont worry too much about shading at this time, just get the simulation speed and turbulence right.
- Once this is done cache the fluid. I used a container resolution of around 90/90/60 at this point. I turned container auto-resize off since it gave me funny results in previous tests and the cache size was too big at certain frames causing my (crappy) comp to freeze.
- After caching I selected the fluid container and applied the SouP “UpRez fluid” tool I selected the new resulting fluid container and loaded the cache of the previously cached fluid. At this point you can turn the original Maya fluid off.
- Now tweak the “upRezFluid” attributes and turn “envelope” on to see the results. Don’t go overboard with the resolution settings unless you have an uber-awesome pc at your disposal. For this bonfire I just doubled the resolution.
- Now go into the “fluid” attributes and tweak the shading attributes, mostly incandescence and opacity.
- Now press render and hope for the best!
The plants and grass was done quickly using Maya Paint Effects and the environment and logs was done in ZBrush! I rendered in several layers: background, environment, fire, sparks. Those layers were then composited in After Effects