For FX this week I focused on the dust trail from shot 6. I was focused on understanding pyro and gas microsolvers.
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The simulation is set up with a pop sim from the wheels serving as the smoke source.
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Velocity is extracted from spinning points scattered on to wheels and point deformed to wheel position to avoid adding translate velocity to the points. I may experiment with a velocity attribute copy or lerp to see if I can simplify this kind of annoying process.
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Cache Time: 2 min
Substeps: 3
Cache Size: 28 MB
POP sim that is sourcing and adding to velocity from the wheels as well as killing particles on contact with the ground. TO DO: Experiment with adding a popwind to create a cross wind that will aid smoke dissipation.
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Cache Time: 6 minutes
Substeps: 1
Cache Size: 1.8 GB
Smoke Object Resolution: .07 (37,500,00 voxels)
Smoke Sim that sources smoke from the popsim using gas particle to field. The majority of the smoke look is currently coming from the particle motion and a turbulence. I want to experiment more with the micro solvers and gas dop nodes to fine tune my control. Also I want to test the look of a combining a denser heavier pyro low to the ground and a sparser pyro that will dissipate more quickly above it to simulate the different dirt densities. TO DO: Modify set up for shots 2 and 5. Fine tune density (Experiment with volume wrangle remapping). Refine the dissipation of lighter dust particles.
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RS volume shader: Will be fine tuned once I receive lighting rigs from Lighting.