Tuesday, September 17, 2013

Burn The House Down - More Maya Fluids Practice

I made a burning house.

I made a house with different fire effects utilizing different techniques (with the help of digital tutors). There are a total of five fluid containers in this scene. This time the fires are temperature and fuel driven. I didn't make a video since rendering all this would have taken at least 15 hours on my current PC. Again, the goal wasn't to make a complete scene but to better understand Maya Dynamics so the fire colors don't match and the lighting is off.
The Burning House

The Front Door

The fire created for the front door is standard incandescence with a modified opacity graph. There is a rectangular emitter underneath the door. I only now realize it should have pushed further to theto the right along the x-axis.
Front Door Fire

The Overhang Fire

This piece is was done in a similar fashion to the front door fire however isn't as turbulent or hot. The piece of wood was also used as an emitter. A final volume axis field makes it appear as if it were being pushed around.
Porch Overhang Fire Close Up

Falling Fire Debris

I learned how to use Maya Particles as a fluid emitter here. The opacity graph really mattered here. Since I wanted the fluid to have more of a trail like effect more tinkering with the incandescence bias and  opacity was required. Although I wasn't to happy with the end result. They look too globular and am not too sure how to fix that yet.
Fire Debris Falling

Window Smoke

Density driven smoke. It also oscillates emission strength to give it that nice puffy feeling that smoke has. A directed volume axis field also made it puff away from the building without having to add a collider to the building wall.
Window Smoke

Fire and Smoke Blend

This one had fire and smoke being pushed out the same emitter and in the same container. This ended up working very similarly to the way real fire works. The incandescence dissipation (heat) essentially controlled where the fire would turn to smoke. There the density driven color shader would color the smoke. With the heat dissipated it would also then change the amount of energy in the fire producing slower heavier puffs. A volume axis field was again used to push the fire and smoke away from the building.
Window Fire

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