
VSFX 728 final project
06
Final Render




05
The final of spring quarter is ended, however, the project is still not be done yet. The summer quarter goal is continue finishing the scene included missile smoke tail and explosion.
missile smoke&flame
smoke
particle: lifeSpan(3)
pyro: voxelSize(0.025) coolingRate(0.5)
particleScale(0.5)
flame
particle: lifeSpan(0.001)
pyro: voxelSize(0.025) coolingRate(0.99) flameSpan(0.05)
particleScale(0.25)
Tail path code: Use noise to make old particles position varied.

missile path correction
04
Let's making flame.
This week's goal is creating swing flame, and also contrails for another fighter.
Reel
missile smoke&flame WIP
contrail & smoke tail
I fake the contrail by onoise in vex. @Alpha



The back tail should be more blurred. Therefore, older particles will have lower @Alpha values than newly born and young particles.
@P also adds higher noise depending on age, which means the size of the more behind tail will be bigger.
Flame Part
Third testing: Turn substep to 10 for particles. Merge smoke and flame together before connect pyrobake node.
particle: lifeSpan(0.005) amount(100000)
pyro: voxelSize(0.02) coolingRate(0.05) flameSpan(0.2)
particleScale(2) particleSeperation(0.1)
//Distublence(10)Dissipation(0.1)turbulence(0.7)
cache time (36mins)
Second testing: Reduce flameSpan length.
particle: lifeSpan(0.005) amount(100000)
pyro: voxelSize(0.02) coolingRate(0.05) flameSpan(0.2)
particleScale(2) particleSeperation(0.1)
//Distublence(10)Dissipation(0.1)turbulence(0.7)
cache time (27mins)
First testing: Add burn attribute in solver to create flame.
particle: lifeSpan(0.001) amount(100000)
pyro: voxelSize(0.01) coolingRate(0.05) flameSpan(0.5)
particleScale(2) particleSeperation(0.1)
//Distublence(10)Dissipation(0.1)turbulence(0.7)
cache time (50mins)
03
Reference video
First testing: Turning off the 10x speed, I fixed the shape issues. I setted the really high cooling rate(0.95), and double the particle amount. Distublence(8) Dissipation(0.3)
lifeSpan(0.5)
And also I decide to split the fire and smoke apart.
Second testing: Rescaling the fighter, airline and source size. I left 24 frames to let smoke out early. Details still need to optimise.
Third testing: Continuing to rescale source size, particle amount add to 1000000 for improving details.
particle: lifeSpan(2)
pyro: voxelSize(0.05) coolingRate(0.25) Distublence(10) Dissipation(0.1) turbulence(0.5)
cache time(56mins) new solver
4th testing: Change lifeSpan and see what it looks like
particle: lifeSpan(0.05)
pyro: voxelSize(0.05) coolingRate(0.05) Distublence(10) Dissipation(0.1) turbulence(0.7)
cache time (5mins). new solver
5th testing: deducting half amount of particles
particle: lifeSpan(2)
pyro: voxelSize(0.05) coolingRate(0.75)
particleScale(1) particleSeperation(0.2)
Distublence(10) Dissipation(0.1)turbulence(0.5)
shredding(0.5)
cache time (113mins) old solver
6th testing: particle solver setting changed:
I add a popdrag after popwind node. I change temperature by particles age. And also increased varience amptitution value.
particle: lifeSpan(2)
pyro: voxelSize(0.05) coolingRate(0.8)
particleScale(2) particleSeperation(0.1)
Distublence(10) Dissipation(0.1)turbulence(0.7)
cache time (32mins) new solver






02
The goal for this week is to finish the pyro and fire set up. Doing a test about Pyro and flame, the advanced goal is keeping the fire small and making good shape of smoke.
Set Up
particle

pyro

Create a vop for better manipulating burn attribute (age divide life).


I turned off the all the shape option in pyrosolver. I will start making the raw tail smoke before trying to do any details work. The smoke details can be depended on tempreture, cool rate, voxel size, turbulence.
Poping particles and control by lifeSpan.
Testing raw anim of smoke, fire, and fighter
Front View
Side View
Currently, I am addressing on the smoke shape fixing, making it not spread out.
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