Plane Scene: Progress Update 2

This week, i’ve tackled a few different things in order to progress forward. First, was getting the trail on the plane. The Pyro is sourced from a simple POP simulation with high substeps due to the fast travel speed of the plane. The points are then given density and temperature attributes and then fed into a SOP level pyro solver to create the effect.

POP Sourcing
Pyro Sim
Viewport View

The next thing I tackled is the flak explosions in the air.

Reference

another fun reference video https://www.youtube.com/watch?v=yRd_AW1aZ8M

For the setup, I use two pyro burst sources and merge them together.

For the setup, I use two pyro burst sources and merge them together.

DOP Node setup

this was my first time experimenting with the DOP level pyro solver, as i am only used to the SOP level one. It was a good learning experience, and i found that a lot of the in the SOP level more controllable in the DOP. However I still have a lot more to learn. Here is the result of the sim.

Pass 1

My next steps are to solve the sparse mushroom look, along with tweak the disturbance and dissipation to better match the reference. It’s currently not where i want it to be but I will keep iterating.

Playing with Karma

Another thing I tackled this weekend was experimenting with Karma. I was mainly interested in using Karmas cloud shader, which I am taking into consideration to using instead of Arnold. The first thing I did was set up the plane asset using MaterialX materials and karma nodes. This was my first time touching Solaris, USD, and the Stage context so it has been a lot of reading along with trial and error.

Stage Setup
Karma XPU Render

More clouds

I have also begun developing my cloud assets more. Following the Houdini 20 HIVE presentation by Attila Torok, I’ve learned a lot about cloud creation and rendering. I have nothing concrete yet, but I plan to develop much further.

Still have a long way to go, but its getting there!

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