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Project Proto - Update 08

For this update I completed the pyro simulation in Houdini. The Nitrogen had a very high dissipation rate so I enabled dissipation on the pyro solver and set it to a higher value. I also added turbulence to the sim. The only micro solver I used was the gas fluid resize field, which activates on frame 50 where there was enough of a smoke data to activate the solver.

As mentioned in the previous update, I am using data straight from the white water source without using the pyro source node. To do this I had 2 fog VDBs 1 for density and the other is temperature. I already had the fog from white water source so how did I get temperature?
Well, turns out all you need to do is rename density to temperature and merge it with the main density. This is of course, after I applied 3d noise to the temperature to randomize emission and pyro behavior. When I merged it, I noticed that the temperature field was automatically merged into the @name string variable.

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After that, I brought the pyro sim into maya and did some lookdev tests using the aiStandardvolume shader in arnold.

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Sc01 sh01 FX Test render
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Project Proto - Update 09 (Midterm)
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Tips and tricks to get particles & vdb on scad renderfarm

I did a few experiments with houdini particles in maya, and I figured that the most reliable way is to convert all particles into Arnold Scene Source (.ass) files. This is because the renderfarm computers don't have houdini engine installed (I did try to make a mel script to force import and force relative path but to no avail). For the vdb it is much more simpler because openVDB is and open source software widely used across platforms. Just insert a rop output and export into a .vdb extension and you're done!

If you see the error below for the Arnold Scene Source export, just disable color manager when exporting to make the warning go away. Otherwise it should render just fine in 2020 maya. 

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Updated Production Schedule

Rendered ahead of schedule, hope you enjoy it!

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