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FX MAYHEM 102 – Smokeless Fire & Flames

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Release date:2021, September

Author:CG Circuit

Skill level:Beginner

Language:English

Exercise files:Yes

Course Description
This production oriented course will teach you how to get realistic looking fire & flames with very simple and easy to understand methods.

After briefly going through some theory, we are diving right in and create 3 example simulations, a Torch Flame, a Logo Floor Fire and Hammer Fire for our good old test geometry friend, Houdini‘s Crag. We going to develop the look with the first example, extend the complexity with a spreading fire simulation in the second example and create a fairly complex fire simulation in the Crag example including the floor catching automatically on fire and a little shockwave. After the simulation chapters, the course splits into two possible paths, one for Mantra Rendering and the other preferred Redshift 3D GPU Rendering. And last but not least, I am going to show you how to composite and post process the rendered results and what custom tricks to use to make the fire look really good! This course contains about 8 hours of content and is supposed to go over multiple days.

Disclaimer: Please bring patience when it comes to rendering, especially Mantra Rendering!!! I am giving you the same settings I use in real world production renderings (Redshift3D) and a good amount of GPU render power is required for a fast result!

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01_Introduction
01_Software & Hardware
02_The General Plan
03_A few things before we begin

02_Approach
01_Methodology
02_Shading Method

03_The Torch Fire Sim – Setup
01_Scene Setup
02_Initial Solver Setup (updated)
03_Initial Source Setup
04_Visualization Setup
05_Torch Core Geometry

04_The Torch Fire Sim – Look Dev
01_Source Values
02_The Speed Issue
03_Performance Optimization
04_Forces Part 1
05_Forces Part 2
06_Increase Resolution
07_Source Noise
08_Shading Concept
09_File Caching
10_Conclusion

05_Fire & Flame VFX
Things to keep in mind

06_The Logo Fire Sim
01_Scene Preparations
02_Source Geometry
03_Volume Rasterization (updated)
04_Source Noise & Randomization
05_Floor Collision
06_Growth Simulation Part 1
07_Growth Simulation Part 2
08_Complete Logo & Caching
09_Conclusion

07_The Hammer Fire Sim
01_Scene Preparations
02_Floor Collision & Domain Setup
03_Animated Source Geometry Part 1
04_Animated Source Geometry Part 2
05_Animated Source Geometry Part 3
06_Initial Source Attributes
07_Testing & Source Attributes Caching
08_Volume Rasterization (updated)
09_Collision Setup Part 1
10_Collision Setup Part 2
11_Preview Setup & Solver Forces
12_Solver Collision Speed
13_Floor Geometry
14_Floor Points & Volume Sampling
15_Floor Fire Source Solver Part 1
16_Floor Fire Source Solver Part 2
17_Floor Fire Source Solver Part 3
18_Floor Fire Source – Velocity
19_Optimization & Rasterization
20_Shockwave Geometry
21_Shockwave Sourcing
22_Review & Conclusion

08_MANTRA Rendering
01_Torch – Background Geometry
02_Torch – Core Gep & Lighting Setup
03_Torch – Refine Lighting
04_Torch – Fire Shading Part 1
05_Torch – Fire Shading Part 2
06_Torch – Render Settings
07_Torch – Render Review
08_Logo – Floor Geometry
09_Logo – Lighting & Camera
10_Logo – Floor Material
11_Logo – Render Review
12_Hammer – Geometry Setup
13_Hammer – Camera Animation
14_Hammer – Render Review

09_REDSHIFT Rendering
01_Torch – Background Geometry
02_Torch – Core, Light & Render Setup
03_Torch – Lighting
04_Torch – Core & Fire Shading
05_Torch – Interactive & Motion Blur
06_Torch – Render Quality
07_Torch – Render Review
08_Logo – Floor Geometry
09_Logo – Lighting & Camera
10_Logo – Floor Material & Texturing
11_Logo – Render Review
12_Hammer – Geometry & Materials 1
13_Hammer – Geometry & Materials 2
14_Hammer – Camera Animation
15_Hammer – Lighting & Render Setup
16_Hammer – Render Review

10_Compositing – Torch Fire
01_Assembly & Motion Blur
02_Custom Optical Effects
03_Pre Optical Color Correction
04_Film Grain & Post Color Correction
05_Torch Fire – Review & Conclusion

11_Compositing – Logo Fire
01_Assembly & Adjustments
02_Logo Fire – Review & Conclusion

12_Compositing – Hammer Fire
01_Assembly & Adjustments
02_Hammer Fire – Review & Conclusion

[CG Circuit] FX MAYHEM 102 – Smokeless Fire & Flames_Subtitles.7z


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