Car Donut SmokeTrail- Week 4
A reminder of the goals for this week and a synopsis of whether they were reached.
Goals for Next Week are as follows-
Render Farm test - ✅
Add Micro Solvers to the smoke if found needed - ✅ Were found to be not needed
Correct the shape of the Small Sim - ✅
Correct the shape of the Large Sim - ✅
Correct Starting and ending movement of the Car - ✅
Finish Set Dressing - ✅
Lighting - ✅
Create Skid Marks - ❌
Here is the most recent test render of the Car with smoke.
A simple lighting setup test within the scene to confirm that it doesn’t overpower the focus of the car.
To Speed up the process in set dressing, a hanger was used as a mimic to the environment that some Car commercials use as a background, and as to hide more environment than needed. The hanger was made and modeled by Eiji-Kun on CG Trader.
Eiji-kun. “Japan Self-Defense Force Air Craft Hanger.” CG Trader.
https://www.cgtrader.com/free-3d-models/aircraft/other/japan-self-defense-force-air-craft-hanger
Outside the Hanger
Inside of the Hanger
Continuing from last week, I continued to work on the shaping of both the Large and Small simulations. The Small only having 2 more tests of shape, while the Large had an additional 9 tests. The last test pass for each is the current decided on simulation.
Small Sim Constant Attributes
Voxel Size - 0.015
Buoyancy Scale - 0.03
Average Simulation Cache Time- 11 minutes 30 seconds
Velocity Scale- 1 (unless stated)
Disturbance Base Block Size = 0.1
Small Sim Pass 05
Dissipation - 1
Disturbance - 5
Turbulence - 0.25
Small Sim Pass 06
Dissipation - 0.8
Disturbance - 15
Turbulence - 0.25
Large Sim Constant Attributes
Voxel Size - 0.1
Average Simulation Cache Time- 5 minutes 30 seconds
Velocity Scale- 1
Disturbance Base Block Size = 0.1
Large Sim Pass 17
Dissipation - 1 → 0.2 → 0.05 → 0.001 frames
Disturbance - 15
Turbulence - 0.5
Buoyancy - 0.03
Wind - 1
Large Sim Pass 15
Dissipation - 1 → 0.2 → 0.05 → 0.001 frames
Disturbance - 15
Turbulence - 0.5
Buoyancy - 0.05
Wind - 1
Large Sim Pass 13
Dissipation - 1 → 0.2 → 0.05 → 0.01 frames
Disturbance - 8
Turbulence - 0.5
Buoyancy - 0.05
Wind - 1
Large Sim Pass 11
Dissipation - 0.2 → 0.005 → 0.001 frames
Disturbance - 8
Turbulence - 0.5
Buoyancy - 0.05
Wind - 1
Large Sim Pass 09
Dissipation - 0.2 → 0.005 → 0.001 frames
Disturbance - 5
Turbulence - 0.25
Buoyancy - 0.05
Wind - 1
Large Sim Pass 07
Dissipation - 0.2 → 0.005 → 0.001 frames
Disturbance - 10
Turbulence - 0.05
Buoyancy - 0.05
Wind- 0
Large Sim Pass 16
Dissipation - 1 → 0.2 → 0.05 → 0.001 frames
Disturbance - 15
Turbulence - 0.75
Buoyancy - 0.03
Wind - 1
Large Sim Pass 14
Dissipation - 1 → 0.2 → 0.05 → 0.001 frames
Disturbance - 8
Turbulence - 0.5
Buoyancy - 0.01
Wind - 1
Large Sim Pass 12
Dissipation - 1 → 0.2 → 0.05 → 0.001 frames
Disturbance - 8
Turbulence - 0.5
Buoyancy - 0.05
Wind - 1
Large Sim Pass 10
Dissipation - 0.2 → 0.005 → 0.001 frames
Disturbance - 8
Turbulence - 1
Buoyancy - 0.05
Wind - 1
Large Sim Pass 08
Dissipation - 0.2 → 0.005 → 0.001 frames
Disturbance - 5
Turbulence - 0
Buoyancy - 0.05
Wind - 0.5
An update to the path the car follows was done to correct the starting and ending angle of the car.
Updated Car Pathing
I was able to confirm with an initial test that the Simulation and textures were readable on the farm. This was made possible by separating the parts of the car into groups prior to adding materials.
Farm Render Test with textures- Incorrect shading of Smoke
Goals for Next Week are as follows-
Make the smoke not appear till a few seconds in
Any Additional comments made by supervising Professor
Create Skid Marks - Added effect to play realism to the eye