Hello Eddy people!
@jbrennick sent me this iphone footage as some handy reference on the weekend, and a mini challenge to try and match the effect. Thanks John!
I didn’t get quite there in the sim with the time I had, but I think i’m close.
Anyway, I decided to make a mini project out of it so i could pass on a few techniques to you all, and of course pass on a reuseable steam/pipe/vent emitter for your shots.
Parts of graph to note:
- using initial velocity to simulate the steam exiting upwards through a pipe/vent, and then the overall wind section and boutancy drive the remainder of the lifetime.
- using an Axis + instancer node to place your effect every time! This allows you to place it where you want, without resetting your simulation. Allows easier tweaks later in the process, which is always good.
- Using a preview render node and a Final(or gpu farm) render node. The preview render has no AOVs and low maximum progressions. The Final render node has tonnes of progressions( it will only use what is necessary, check the output log for info on this while rendering) AOVS, overscan.
- animating timescale down after preroll. Pre-rolling then slowing down smoke plumes is something i learnt from @ronnie recently and its fantastic. I’m probably overdoing it in this example but you get the idea.
- I’ve also put a bunch of sticky notes explaining parts of graph.
I’m sure this emitter will be useful for some, I see a lot of similar effects going around. The main parts to adjust for look are:
- the sin wave on the initial E_Sphere
- the initial velocity vector and noise amplitude
- and the overall wind.