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