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EXPLOSIONS in Realtime - VFX Blender Tutorial
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Ok this is the most crazy discovery I made after a very long experimenting.
Basicly its a procedural workflow for creating explosions, which turned out to work IMPRESSIVLY GREAT!
Its now my favourite way of dealing with volumes (explosions, smokes, fireball, similar), instead of the traditional smoke simulation workflow.
The main big reaasons for choosing this workflow are:
- realtime animation playback (not possible with traditional simulations, except Embergen)
- complete control on the shape (not possible with traditional simulations)
- freedom to literally "model" the shape (not possible with traditional simulations)
- very small file size, 1.4 megabyte - a traditional simulation can take from 10 to 100 GYGABYTES!
- the result is unbelievably high detailed ( I was actually never able to get such a detail amount with smoke simulations)
All these good things dont happen instead when you try to create explosions using traditional smoke simulation with volumes.
Of course is not good for more complicated situations... but hey! is good to know we have a very light realtime option when it comes to stuff like this in Blender!
Might also make the happiness of productions when needing to send project to renderfarms :)
Some technical info:
- render times: average 40 seconds per frame, 256 samples
- my final subdivision resolution: 9
- graphic card: rtx 3080ti
PATREON for extra tutorials and support
Chapters:
00:04 rendershow
00:30 introduction
00:37 traditional simulations VS my workflow
1:23 render settings tips
2:26 modelling the explosion
5:00 subdivisions management
6:34 shader with displacement
9:10 texture coordinates cube
10:34 displacement modifier
12:35 common bugs fix
13:25 Fire
17:20 animating everything
21:27 conclusion notes
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