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Overview ¶
This tool sets up a sparse pyro simulation of a bonfire with addition embers.
Understanding Bonfire ¶
The shelf tool creates a node network consisting of the following components.
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The
bonfire/bofire_basechain is responsible for setting up the density and velocity sources. The start of this chain controls the shape of the fire’s base. You can switch out this node for another geometry object if you want to change the look of the base. For example, you could use geometry representing fire logs.The density is further modified by the
Attribute Noise SOP to provide variation in the source. The
Attribute Adjust Vector SOP is used to animate the velocity source at the base over time.
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bonfire_simulationcontains the dynamics network that consumes the sources and carries out the simulation. The parameters on theSparse Pyro Solver have the greatest influence on the speed and height of the fire.
To... Do this Increase the speed of the flames
Boost the Buoyancy Scale.
This will also increase the height of the fire.
Change the motion of fire
Adjust the Disturbance, Shredding, and Turbulence parameters on the Shape tab of the
Sparse Pyro Solver.
Disturbance generically breaks up the flames, shredding redirects the velocities (creating the licks), and Turbulence mimics a chaotic wind.
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bonfire_basecontrols the shape of the fire’s base. You can switch out this node for another geometry object if you want to change the look of the base. For example, you could use geometry representing fire logs. -
pyrosolver_bonfireperforms the simulation. Parameters on this node have the greatest influence on the speed and height of the fire. Parameters on the Solving tab allow you to make the following modifications.To... Do this Increase the speed of the flames
Boost the Buoyancy Scale.
This will also increase the height of the fire.
Change the motion of fire
Adjust the Disturbance, Shredding, and Turbulence parameters on the Shape tab of the
Sparse Pyro Solver.
Disturbance generically breaks up the flames, shredding redirects the velocities (creating the licks), and Turbulence mimics a chaotic wind.
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pyrolooksets the proper viewport visualization settings, as well as generates theScattervolume for rendering. However this node does not assign any shader for rendering. -
popnet_emberssimulates particles that are used as embers flying out from the fire. -
sparktrailtakes the particle simulation of the embers and generates curves from the movement of those particles to render them as embers. -
lopnet_bonfire_with_embersis a simple lopsetup created to demonstrate the shading of fire and embers.
Tips ¶
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For more accurate color display, use the Academy Color Encoding System (ACES). See Shading and rendering in the Pyro chapter for information on how to set this up.
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Add a Spot Light for better visualization in the viewport and an
Environment Light with custom hdri map for rendering.
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Add a small amount of sharpening on the density field to bring out a bit more detail, using the Sharpen Volume option in the
Pyro Bake Volume's Quick Setups dropdown menu.
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Choose the Create Lights/Cameras option from the Pyro Bake Volume’s Quick Setups dropdown menu to quickly setup the volume for rendering with lights and cameras.