Author Topic: Corvette Stingray  (Read 8336 times)

2015-11-12, 02:22:35

SoniKalien

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Smoke created with PheonixFD and rendered in mesh mode with CoronaVolumeMtl applied. I cannot get FumeFX to render with proper shadows/lighting so I decided to try this method with good results :).



More renders here:

http://sonikalien.deviantart.com/gallery/56778550/Corvette-Stingry

2015-11-12, 05:39:30
Reply #1

Nekrobul

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Something is definetly wrong with the smokes physics.

Chek out this video, it might help as a rfference.

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2015-11-12, 09:06:52
Reply #2

SoniKalien

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The physics doesn't bother me - this was purely a test to get better looking rendered smoke using Corona instead of having to composite something else. :)

2015-11-12, 09:21:57
Reply #3

Freakaz

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The smoke is so thick that it looks like someone set those tires on fire. 

2015-11-12, 09:33:22
Reply #4

Nekrobul

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The physics doesn't bother me - this was purely a test to get better looking rendered smoke using Corona instead of having to composite something else. :)

I was not speaking about composing.

I was speaking about smoke distribution.



Smoke first goes upwards along with the tire rotation hits the insides of the car and then hits road surface and then starts to distribute among the air turbulence caused by the rotation of the tire + wind , mostly in horisontal direction and backwards and the sides of the car. Definetly not upwards.
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2015-11-13, 00:51:33
Reply #5

SoniKalien

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OK let's just say it's sitting on a couple of army surplus smoke grenades...

Who cares really?

It's better/proper looking rendered smoke vs FumeFX which is the point of the whole exercise.

2015-11-13, 12:25:32
Reply #6

Nekrobul

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OK let's just say it's sitting on a couple of army surplus smoke grenades...

Who cares really?

It's better/proper looking rendered smoke vs FumeFX which is the point of the whole exercise.

Dude, you do not understand.

1 it is pausible to render fume fx in corona with shadow casting + scattering.
2 if the smoke does not look like it should then the point of exercise was not ashived.
3 don't you see by you're self that this is not proper result? if this realy the image that was in you're head when you were doing this?
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2015-11-13, 22:40:41
Reply #7

SoniKalien

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1 it is pausible to render fume fx in corona with shadow casting + scattering.

How? I've done numerous tests - sure I can light the smoke and get it to cast shadows on other objects, but not self-shadows or proper scattering - because it uses a standard max atmospheric renderer that has no integration with Corona:

FumeFX (changed density to 2.0):



No matter what I do I cant get it to look any different to this. Yes I have added CoronaSun to the lights list. checked/unchecked self shadows etc

PheonixFD Mesh (3cm absorbtion CoronaAtmo material applied):



and 10cm absorbtion:



There is a big difference - I cant even change the smoke colour in FumeFX eg make it lighter.

Perhaps you'd like to share these secrets on how to make FumeFX smoke look more the PheonixFD mesh examples...

Quote
2 if the smoke does not look like it should then the point of exercise was not ashived.

It looks like smoke to me. I doesn't look like water or a flock of seagulls or Keith Richards....

Quote
3 don't you see by you're self that this is not proper result? if this realy the image that was in you're head when you were doing this?

Obviously I would love to produce a photo-realistic result of a car doing a burnout. Maybe I should actually do some training in the 3D field, but that's a little expensive for just a hobby. I would love to have access to render farms and expensive PC's that can handle more than 30 million particles, but unfortunately I have to make do with what I got, and all things considered my PC is pretty good but hardly anything you'd find in a production office.

Relatively speaking - I think the render is pretty damned good. I have recently upgraded my pc which means I am now actually able to produce and render smoke! With reasonable details too not just puffy transparent clouds.

Maybe one day I'll get to producing realistic burnouts, maybe I'll get bored and move to another hobby, maybe one day a flash of lightning will come down from the sky and zap me and turn me back into a normal person and I could get a job and a house and a car and 2.5 children and a pug dog...

Dreams are free.

PS I'm a petrol head, an old one at that, so I know what a burnout looks like. ;-)

2015-11-13, 22:50:52
Reply #8

Nekrobul

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Try to use photometric for the lithing the smoke with enabled atmospheric shadows. And disable Ilumination map in fumefxes settings

Here i tested it, it works. Method will be discribet in the tutorial. But the support is very limited and the method is "unoficial"

« Last Edit: 2015-11-14, 00:37:10 by Nekrobul »
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2015-11-14, 22:30:21
Reply #9

SoniKalien

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That's not really helpful. I have tried to extrapolate your limited supply of information with zero results.

It sounds like you are somehow fake lighting (photometric light?) the smoke which is pointless to me, as I stated the objective was to use Corona Sun/sky as lighting without compositing.

And where is this tutorial? Something you have promising for a while now but it has yet to materialise...

2015-11-14, 23:19:35
Reply #10

Nekrobul

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That's not really helpful. I have tried to extrapolate your limited supply of information with zero results.

It sounds like you are somehow fake lighting (photometric light?) the smoke which is pointless to me, as I stated the objective was to use Corona Sun/sky as lighting without compositing.

And where is this tutorial? Something you have promising for a while now but it has yet to materialise...

About totorial i said that it will be ready as soon as i will have free time to do it. Working without weekends it aint easy you know.

Method is not fake you just replace corona sun with daylight system. Aplying corona shadows on it and using corona sun just as let say so anker for corona sky.

The only limitations for now are rendertimes wich might get crazy as the amount of scattered voxels grow and shadow reciving from other geometry.
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CEO at "Blackbell Studio"