Help with explosion render

   8846   6   2
User Avatar
Member
30 posts
Joined: Feb. 2012
Offline


Could anyone give me an idea to get this high quality render?

Do I have to tweak it in shader or it has to be done in pyro solver?

Any idea will be helpful.

http://dforce.net/index.php?/topic/17384-help-with-explosion-render/ [dforce.net]
@@KaRe@@
User Avatar
Staff
2540 posts
Joined: July 2005
Offline
This is what you call your typical uber-cheese explosion. There's at least two entirely different explosions comped together in there if not more and you too should take the same approach: layers of explosions.

The first one is practical while the background one is probably cg.

There's the iconic central gas fireball where they at night atomize some gasoline and then ignite in a professional environment of course. Then there's a second explosion that looks like a comped hash of a cg explosion with flaming rbd's that looks blurry and under-res'ed for today's capabilities but was probably pushing things at the time.

Yes of course you can mock this with two separate sims comped together in the same cheesy way.

The first fireball is where the fireball pyro preset works quite well. Up the res on the base sim until your machine can barely finish the sim (which means no browser taking 1/2G of memory so ditch the youtube vids for a while. ).

Up-resing fireballs does work for adding minor texture but with enough resolution on the base sim, things should be fine. If you do want to play with up-resing, then you need to enable rest fields on the Smoke Object DOP and then in the Advanced tab (it's not really advanced but, whatever) enable Dual Rest fields. For such a fast moving fireball, try setting Frames Between Solves to say 5 as a start and set the Rest Advection Rate to 0.9 to 1 as you decrease the Frames between.

That second background sim could start out with a simple RBD fractured simulation with a single metaball force blowing the pieces forwards and up as who sees stuff going backwards in that sim. Cache the RBD sim to disk. Use these pieces as sources for a second pyro simulation again start off with the fireball preset then tweak to suit. This second sim does not require up-resing.


As for tweaking the render look, please search the forums here and on OdForce for various tips.


As for the comp, don't even bother trying to properly integrate the two. Just slap the first fireball right on top of the rbd explosion to complete the cheese shot. The more comp errors around the edges the better to complete the classic 80's uber-cheese explosion of which this attempt a couple years ago doesn't quite get to that level of campiness. Think optical printer…


Yes I am a fan of the original A-Team but this movie didn't do it for me. C'mon, where was the real Mr T for friggs sake…
There's at least one school like the old school!
User Avatar
Member
30 posts
Joined: Feb. 2012
Offline
Thanks for your reply Jeff that's helpful.
@@KaRe@@
User Avatar
Member
7 posts
Joined: July 2012
Offline
Hi,

Bye Up-resing you mean decreasing the voxel size?
Good tips!
User Avatar
Staff
2540 posts
Joined: July 2005
Offline
No. By upresing I meant using the actual upres container solver.

You can use the Upres Container shelf tool in the Container Tools shelf to add the upres solver. You are given the choice to add the upres solver to the current DOP network or create a new DOP network.

It is good practice to create a new DOP network for the upres-ing after you cache out the base smoke/pyro simulation to disk out of SOPs. The DOP Import Fields SOP has the option to save the bgeo's to disk.
There's at least one school like the old school!
User Avatar
Member
79 posts
Joined: March 2012
Offline
so it means after making bgeo out from dop import we can apply upres over it?
FX - Artist / TD
User Avatar
Member
30 posts
Joined: Feb. 2012
Offline
There are two options in upres DOP

One you can link to your low res dopnetwork.

Another is cached bgeo sequence.

Go through upres dop parameters.
@@KaRe@@
  • Quick Links