Smoke Simulation Tutorial – Blender Cycles

smoke render This is a topic that many people are looking for. is a channel providing useful information about learning, life, digital marketing and online courses …. it will help you have an overview and solid multi-faceted knowledge . Today, would like to introduce to you Smoke Simulation Tutorial – Blender Cycles. Following along are instructions in the video below:

“The past few months. I ve been experimenting with different types of smoke simulation in in blender. And today. I ll try my best to take what i ve learned this video.

Okay so the easiest way to create smokey blender is to use the quick smoke effect so make sure a default cube is selected go to object. Quick. Effects. Quick smoke.

Your default cube is now the smoke emitter and this new surrounding. Box. Is the smoke domain. The emitter.

Adds smoke to the simulation and the domain object surrounding it contains the entire simulation so to make room for more smoke. We have to scale up the domain. But as you can see the smoke is lacking a lot of detail that s because the resolution is too low with the domain selected we can head over to the physics tab to increase the division resolution now the smoke has a lot more detail. But everything is going a lot slower this is not just because more data has been calculated.

It s also because blender is calculating everything within the domain. What we can do to prevent. This is to use the feature called smoke adaptive domain. This basically says only calculate where the smoke is now we re still not happy with the quality of the smoke.

But if we were to increase the division resolution again the smoke would start to behave differently. That s because this value doesn t only represent the amount of voxels in scene. It also effects the scale of the simulated smoke. Think candle size smoke versus large building.

Collapsing size smoke. There s a difference right so we want to preserve the movement. We got here but somehow increase the level of detail. The feature.

We re looking for is a subdivision modifier and in blender. Language. That s called the smoke high resolution. This feature will allow us to increase the level of detail without changing the behavior of the smoke.

What this also does is it adds. A noise method called wavelet and we re going to set this strength to zero because in this particular video. We won t need it okay. So now we have a good understanding of the smoke domain.

Let s take a look at the emitter. So..

If you focus on getting the emitter doing something else than just standing. Still it will completely take your smoke simulation to the next level first let s do something about the shape of the emitter. The cube isn t really what we re going for today. So we ll try and give it a more organic shape so to edit the cube select edit mode press t to get up this menu press w.

And subdivide smooth play around with the settings. Here until you get something that looks more organic okay so wait a second we want to prevent the smoke from rising to the top right. Now. The smoke is behaving as if it was steaming hot.

Let s say we wanted to make it cold. So. What we can do is we can actually lower the temperature difference and the smoke will go downwards instead to animate the smoke emitter move to use some keyframes. So make sure you on the first frame of the animation select the blue arrow to move the emitter on the z axis until it s outside of the domain hotkey.

I for insert and select location. Let s move forward 100 frames. And do the same thing. But this time move the emitter inside the domain again towards the top press.

I for insert an insert keyframe on the location value now we have a really basic animation. Where the emitter brings some movement to the simulation and if you enable the initial velocity feature in the emitter settings. The smoke will get a lot more movement from the animation. Only at an even more realistic behavior of the smoke so feel free to play around with keyframes here in blender.

You can actually keyframe almost anything for example rotation scale. Even the color of the smoke. So feel free to create something unique air and will continue to the next part okay. So i went ahead and added some extra color and rotation just to try and make the final result a little bit more interesting now that we re gonna put some lighting to it what we re looking at here in the viewport is being rendered using blenders opengl.

Render engine. This engine is meant to be fast and smooth to work with. But it doesn t really have the features we re looking for in our final render so click this sphere and set the viewport shading to rendered okay so first of all everything suddenly became a lot slower. So we want to reduce the amount of pixels being rendered go back to solid view grab the top right corner and pull sideways.

Then do the same thing again. But pull downwards and split it in half now. If you set the shading of the smallest window to render. It will be a lot more responsive.

The smoke is missing some lighting and we want to use a bigger light source to get smoother lighting. So right click to select the lamp and press m to choose which layer it should be moved to we ll add a flat plane object and give it a light emitting material. So go to add mesh plane now the plane ended up over. There that s because the 3d cursor determines.

Where new objects are being created. So to reset the position of our plane..

The hotkey is alt g. Now move. The plane on the z. Axis.

Until. It s above. The smoke domain and scale. It up by pressing s.

Currently our new light source is a diffuse plane by default. So we ll head over to the materials tab and give it a new material under surface. There s the entire list of materials. We can choose from in cycles.

We re going to select a mission material now increase the strength to make it brighter. This is looking actually pretty cool to get even more contrast in the scene. We can get rid of the gray background by heading over to the world settings and set the color to black now it looks a lot better apart from the huge white plane in our frame. We want to hide it but we still want it to bring light to the scene.

So select. The plane go to the object tab scroll. All the way down to the bottom to cycle settings. Here.

You can disable the array visibility for the camera. Now we can still see our light hair in the opengl render but it ll be hidden from our cycles. Render okay so we ve got our light source in the scene but let s try a knob. Some more to view our scene from the side press a3 on the numpad.

We can then duplicate our emission plane by selecting object duplicate objects. Now a duplicated version of the plane falls your cursor until you left click press r to rotate and you can hold down ctrl to snap it now we have a large light source from above and another behind. But we need to adjust the camera. So if you stay inside view number three you can zoom out until you see.

The camera right click to select. It and reset its location and rotation by pressing alt g. And alt. Are as you can see.

The camera is now in the middle of the scene pointing towards the ground so in side view rotate. It 90 degrees. And move it to the left hover your cursor over the render view and press numpad. 0.

To see what the camera is seeing hopefully it should be pointed towards the simulation and you can go into the camera settings and adjust its focal length to match the shot feel free to play around with the position of the camera and the lighting to change the color of only one of the lights selected and head over to the materials tab here. You can see a little number next to the material name this number tells us how many objects are sharing these settings..

So simply click the number to create a new copy of the material. Now you can make all the changes you like to the backlight without it affecting this other line. Because there are two separate materials. Don t be afraid to use bright and vibrant colors play around with the lighting.

Make sure it looks good and we ll get ready for rendering and exporting okay so we re getting ready to run the smoke you can either use your gpu or your cpu. But if you have a dedicated gpu that will definitely be the quickest before we start a final render. We should bake the smoke in a higher resolution. Now this baking process may take a while and fill up your hard drive space based on what level of detail you re settling for so please be careful to not crank up the settings.

Too high as we talked about earlier. If we were to increase the divisions our smoke would start to behave completely differently. But right now we re happy about its behavior. So we ll adjust the smoke high resolution values instead.

I m going for a domain value of 64 and a small car resolution value of 5. The wavelet noise strength is set to 0 to bake the smoke scroll down to the smoke cache and simply hit bake. If this is gray out. And you can t access these options you simply need to save your blender.

File. Before you can bake ok. Now that the bake is done you can probably feel that everything is going a lot slower that s because there s a lot of data being calculated in the viewport right now so to speed things up. While working you can uncheck.

The show high resolution button. And you ll get a lower. Detailed version of the smoke in the viewport. The final render uses full quality.

No matter. What this button is set to now that you ve baked your smoke. It will be interesting to see if your gpu has enough memory to render the simulation if blender crash is trying to load this scene while rendering it means your graphics card doesn t have enough vram so try lowering these values. If blender crashes during rendering with the gpu so to render the animation go to the render tab select the output for where you want to save your animation.

We ll be exporting. The animation as an image sequence so prepare for a lot of still images actually 250 of them set the file format to png and the color channel to rgb a this includes the alpha channel. Which makes it possible to render the smoke with transparent background. Which again is really useful for compositing to get the transparent background scroll down to film and hit transparent.

You can see that the render. Viewport also changes you can test how long it takes to render frame by pressing the render button and then adjust your settings accordingly. Okay so right now i ll render of 1920 by 1080 p 1 2. Resolution.

At 64 samples for the sake of this tutorial. But in the final result..

I m going to render at 1920 by 1080 p 30 frames per second and probably 256 samples or 512 now before rendering. You can see that the emitter is barely visible inside the smoke. Still so. What you can do is you can press ctrl h.

To hide it from the render. Now you can start animation by clicking here and when it s done we ll do some post processing in after effects okay so now run off perfect cz 2017 and we re gonna import our footage go to file import file find your image sequence and click on one of the images now. Before clicking import make sure png sequence is selected in the sequence options after you ve imported right click on the image sequence and select new comp from selection and as you can see the image sequence is now in animation. And it has a transparent background.

It s perhaps a bit grainy. But there s one big reason. Why we imported the sequence to after effects instead of just rendering out the video and blender. And that s because we re going to add some motion blur so good effect time cc force motion blur nothing happens.

This is because we need to enable frame blending. I don t have any other explanation to this than to click this button twice and this button wants i m sorry they re quite small buttons and hard to describe. But now we have motion blur and since we re already inside of after effects. We might as well do some color correction so right click effects color.

Correction lumetri color. Now if you haven t tried lumetri color. Before it s a really powerful plugin that comes with after effects. So i recommend playing around with it now if the motion blur takes too long to render you can decrease the motion.

Blur samples. 8. Is probably too much so you can set it to 4. And it s it s more than enough now to export this as a video file go to composition add to render queue click output module and in the format try quicktime for example and the format options.

H264 is a great option. This is probably way too much. But we ll leave it at that press ok ok. And then select where you wanna output.

The file. And there s our fun result. It actually it works kind of well because the motion burner makes the noise. Look like some sort of power or something so combine this with youtube or instagram compression.

You may actually be okay with just 64 samples. And this video was made as a school project so please leave a comment it really helps me out in the evaluation. ” ..


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