Flamethrower Sim
Week 1
I Started off adding a sphere and added an x velocity of 20 into a point wrangle, then added some point velocity and curl noise before putting the source into a popnet.
This is the popnet simulation, in the popsource I experimented with the values of the inherit velocity in the attributes tab of the popsource and the life varianc and like eexpectancy rates in the birth tab in order to get a desirable look
I then used a volume rasterize to give the particles a volume to feed into the pyro solver
Feeding the volume into a pyrosolver
Baking the volume and customizing and shading the fire with pyrobakevolume node
In my opinion the smoke is too orange and doesnt dissipate fast enough into a more black and dark color which I need to tweak some more in the shader.
In my opinion the smoke is too orange and doesnt dissipate fast enough into a more black and dark color which I need to tweak some more in the shader.
Updated 5-17-2025
Added Particle Collision using popcollision detect inside of main popnet, then seperated the two souces from the popnet and fed the object collision particles into a new pyrosolver
Pyro Playblast flipbook, the object fire spread looks a bit too strong at the moment
5-21-25 Update
Did a quick render test with an Hdri and new pyro bake shader within Karma. the lighting looks a bit flat so I tried out a new hdri.
Did a quick render test with an Hdri and new pyro bake shader within Karma. the lighting looks a bit flat so I tried out a new hdri.
5-26-2025 Update
Found a nice hdri and added a directional light
I also updated the shader and turned down the dissipation value to 0.04 to give it a bit more volume and tried to show a bit more smoke coming from the flame in the shader.
Flipbook Side view of flame sim
when I imported the trees into my lop net.
Used the Labs Maps Baker to bake the leaves onto a texture to place back onto the trees
5-27-2025 Update
Final Environment, tried to match the colors of the leaves into the hdri
Final Video