I'm doing research for a “dragon spits fire” effect I want to create and would like to hear your input/opinions on how to aproach this task the best and most efficiant way.
What I've got so far:
I'd like to use pyro2 for the simulation but I'm having a hard time to make the fire go where I want. I experiemented with sourcing from an object (poly selection of the dragons mouth), giving the source some velocity (source volume node), but that does not produce the required effect.
I then remembered a very impressive “spit fire” scene done by framestore in a 2011 supberball-ad of coca cola called “Siege”. It's exactly what I would like to recreate in general (somehow simplified of course, knowing that it is hard to do alone what a whole fx-team at framestore did). Anyway, as a reference, here is the making of where I figured they use particles for the effect (scrub to 1:42): http://www.youtube.com/watch?v=reWO88dXCW8 [youtube.com]
My question now: How do I setup the pyro-sim with particles?
I know the basics of both worlds (also went through some related Peter Quint tutorials) but I don't know how to bring them together. I saw the shelftool “source from points”, but I lack the knowledge on how to use this propperly. Maybe someone of you can show me an example, or a starting point how to tackle this.
I'd very much appreciate! Thx in advace!
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