Stylised fire!

Hey guys

I’m thinking ahead to a project I maybe doing. Would have to be very stylised. With smoke and fire elements. I was wondering if anyone had tried to get this with volumetric. Here is a screenshot from League of Legends trailer. The orange parts flying off from around the character are very fluid like. Aiming to get something like this.

https://www.dropbox.com/s/uvobvxi30r86o0v/stylised_fire.JPG?dl=0

Shall be experimenting soon! :slight_smile:

Hey,

First things that come to mind - you could increase the external or own scatter boost to 3-4-5 in order to get a smoother illumination or self-illumination on the smoke, if you would use smoke that it. Otherwise, the fire is not shadowed by lights, so there it should be just work with the fire intensity or opacity graph, depending on which opacity mode you choose :slight_smile:

Cheers!

Thanks Svetlin, shall give those ideas a try :slight_smile: Also looking at meshing the sim and see what happens when playing with a material etc.

Decided to tackle the smoke first and create more of a background element. It is mainly done in comp but sim’d with little vorticity (just large scale). Rendered with a 2 light setup, one pointing directly up and then one pointing down but at an angle to create the two tones in comp (Red and Green channels).

https://vimeo.com/167389322

Nice! Looks like a flash-animation. ^^

you can try something like this

Ah ha that is the first thing I tried but I could not get toon to work with phoenix so I switched to doing it in comp :stuck_out_tongue: … am I missing something? I have tried moving vray toon above/below phoenix in the stack, tried volumetric geometry rendering. Just doesn’t work :slight_smile:

Max 2016 with latest official vray 3 and a Phoenix nightly build from a couple of days ago.

well, why you didn’t say it, apparently it stopped to work at certain stage, the video is made with it.

Sorry, only tried it yesterday afternoon :slight_smile:

Assumed it wouldn’t work as volumetric etc. I didn’t know about that video before today :slight_smile:

Just checking if this is on the to-fix list :slight_smile:

Thanks

Yup, it’s there :slight_smile:

Will be fixed in the May 26 nightly :slight_smile: You have to use geometry mode and drop the normal and overlap thresholds of the VRayToon to zero or thereabout.

Cheers!

Ahhh thank you :slight_smile:

Any idea how to get it somewhere like the toon test Ivaylo posted? Trying at the moment but getting nowhere near… its keeping all the detail and slightly outlining the edges. When you said use geometry, did you mean volumetric geometry or mesh mode. I assume you meant volumetric as it previously worked on mesh mode.

The example Ivaylo posted mentions cellular shader, be cool to recreate this :slight_smile:

Thanks

Volumetric geometry, yes - VRayToon needs the normals and that’s the way to get them.

Otherwise - VRayToon just does the outlines - it won’t do the flat color for you (I also thought it would, but well..)

Ok thanks, need to figure out how vrayinfo did the cellular shader.. RnD time! :slight_smile: If anyone knows then feel free to jump in :slight_smile:

I actually liked your test flipbook more than the example using toon. Liked it more without the outlines.

Yes I’m thinking I may stick with that. Either way thought I would try get this to work.

I have decided to render an actual mesh for the smoke and use a light material with a falloff set to light/dark and control the cell colours. An issue I have come across is when toon is enabled (along with trying all different settings within toon) you get an ugly render. This happens even when a basic vray material is applied along with vray toon. The image below has no toon on the left and toon on the right.

https://www.dropbox.com/s/pp4t9hlnf8wdmbn/Smoke_toon_..jpg?dl=0

Shall try caching the mesh and see if it still happens.

Been having a play around! Here is my latest test. Moved away from using vray toon :slight_smile:

https://www.youtube.com/watch?v=0XH5V-H_r7E&feature=youtu.be

Yay, looking nice!