Blender tire smoke tutorial | Tire burnout for beginners

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I created this animation a few weeks ago and I had many requests concerning the workflow I use for the tire burnout so today I'm going to show you how I did that in blender and it's a beginner tutorial so as usual it will be easy so let's start just after this quick shutout for the Cyber sale my car animation course the ride is 30% off it provides everything you need to start your car animation Journey it's the perfect course if you're a beginner in blender or if you want to get better at car animation we will cover everything from the basic stuff to the advanced car animations not only you will get 64 videos and 11 hours of lessons but you will also get tons of assets buildings cars City props Etc and my add-on HD magic to create realistic animations and on top of that I will be personally there to assist all my students when they need help okay so this is the setup for my scene I have the car animation done it's a simple setup so the car is spinning a bit and starts its ride and by the way I use lunch control to do this animation which is also 30% off I will put the link in the description and just in case let me show you how I did the spinning so I did use this control right because if I remove this animation let me do that now you can check here the final result you will see there is no spinning so the car is just starting normally and this is not what we want for our animation so here at frame 42 I added key frame at zero rotation for the xais and then at frame 56 I added 122° so we have this spinning effect and I think this spinning animation is important to motivate the tire burnout that we see in my scene okay now for the smoke in blender you have two main elements for smoke simulation you have the emiter so it could be anything I will just draw a circle A Perfect Circle and you will have the smoke coming from this emiter and according to your settings the smoke will raise quickly or will go on the side etc etc so we have decimeter but the smoke will not go in your entire scene the smoke will be contained in what we call a domain right so if the smoke reach the end of the domain it will stop okay the simulation will stop or it cut Bonds on the domain it's up to you in the settings so it means that if you want the smoke to go there that's not possible at the moment because the domain stops here so if you want the smoke to go there you will have to change the size of your domain and then only the smoke will come here so let's start by creating the emitter so for the emitter let's create a cylinder so shift a mesh and cylinder and here for the capup we want nothing okay be sure to have nothing here and then let's make a rotation on the Y AIS 90° to be like that now we move the object next to the tire something like that let's hide the bones so here I click on Bones and three to be on the side and control three to be on the other side so I have the cylinder selected and I can move it you see this little dot this is the center of the cylinder so I can move it here around here on the car and let's scale s to scale down something like that okay the idea is to have the cylinder around the tire so I will change the Zed all right I will go in wireframe mode to have a better view okay now I can do that it doesn't have to be perfect let's go back in solid mode when you're happy with the result you can duplicate it so Al to D and G and X to move it on the other the tire so yeah something like that then you select the two emitters and control and J to join them so we have only one mesh and let's create a new collection to keep things organize so right click new collection let's name it smoke and let's move it inside so M to move and smoke let's apply the scale so controll and a and apply all transform now you go in edit mode by pressing Tab and you activate the X-ray here you press one on your keyboard to go in the front view and you select the upper part of the mesh yeah something like that and you press delete vertices so at the end we only have those parts and that will be our emitters so let's rename emitters here perfect and now to create the domain it's very easy you have the emitters selected you go in object quick effect and you select quick smoke and boom now we have our domain and I forgot we will need to parent the emitters to the car so you select the mesh and shift and click on the car and contrl P to parent and object keep transform so now if my car is moving the emitters is moving with the car perfect now we can start to update the settings okay so let's see the result so I press space bar and nothing happens okay so in order to fix that you will have to click on the domain right and one thing we will do a lot is to change the resolution divisions to change to update the the settings to update the behavior of the domain and the smoke simulation this is a way to ref refresh and to update things right so let's try it let's try to put it to put 64 let's try to use 64 and I press spacebar and nothing happens okay so why because here we are asking to start the simulation at frame one and to end at frame 250 but here my animation is only from frame 27 to uh 88 because this is the the part that I want from animation so in that case if you're like me you should not start at one you should start at the real animation here so it's 27 and I'm ending at 88 so here 88 and now if I test the animation I press play now we have a smoke simulation right and once again don't forget if we change something we change the resolution as as well so you go from 32 to 64 those are very low resolutions it's not goodlooking yet but at least we can see a result and we can see the behavior of the smoke cool our smoke simulation is working fine let's check the emitter values so you click on the emitters here and then you go on this tab the physics tab the emitter should already set to flow because we have selected quick effect smoke okay so it should be already uh flow flow type smoke Behavior inflow that's correct using flow yes and here sampling substeps it says number of additional samples to take between frames to improve quality and fast moving flows and we are going to use a fast moving flows so for my test so I went for eight here smoke color we don't need that yet and absolute density yes and here the initial temperature the higher the value the quicker the smoke will rise and and we don't want that for our uh Tire burnout for our smoke simulation so I will use a value of 0.2 okay for density we don't touch yet we will come back later and for the mesh okay is it a plane yes it's a curv one but still a plane it's not a volume so it means that we need the smoke to come from the surface of this plane and surface emission is 1.5 it means that the smoke will raise will appear slightly after not not stick to the to the plane okay and and we don't want that we want the smoke to be just on the the emitters okay so we select one and then of course we want an initial velocity we're going to use the source one yes but we don't need one we need 0.5 is enough for the Y value look at the D direction of my animation so my D my animation is going on the minus y this is the forward axis okay minus y but the smoke will go on the other side so we need to go on the other side so y direction not minus y so y direction is correct and let's select 4 m/ seconds and for the Zed I don't want the smoke to rise too much so I will apply uh a pressure on the smoke so minus five okay so that's it for the emitter if we test the result now let's go back back here and we change the resolution to 64 as I told you and now we test okay so we have now a different Behavior okay that's that's way better than what we had before great now let's focus on the domain so you click on the domain and you will have the settings here so it's type domain domain type gas and resolution divisions is actually 64 it's a very low and this is for testing purposes but when we will render the final result we will go at 256 and even 512 if your computer can handle that for my case I didn't touch those values for the Border collisions let's place the domain correctly so I will place here around there so it means that I want my smoke to collide with the bottom part so I will check this and we want an Adaptive domain so what does it means let's size our domain properly so here if I go here the dimension X yes and I want around 26 M and maybe 4.6 something like that and I want the domain to be just not to close from the car because I want the smoke to go that way and remember that we need the doban to be there at this position if we want to see the smoke here so yeah I think it's correct let me check here if I activate everything yeah we can we can't see the the end of the domain so it means that it's okay let's say this is the final size of my domain so I like it the issue is if we don't tick adaptive domain when the simulation will start it will calculate the smoke for the entire domain okay so and and we don't need that for example if the car is there we not need it to calculate the position of the smoke here because there is no smoke so we are wasting time on calculation so the idea of adaptive domain is he will adapt the size of the domain according to where it needs to be okay according to the to the Smoke to the emitters so this is why we check adaptive domain for the margin I don't need that much two is enough and same for the threshold we can use Z .05 and now uh the buy and the heat are very important for the the look of our smoke and in my case I don't want the the Heat and the Bony to be high because high as it says here if you put your mouse here high value results in a faster Rising smoke and it's the same for the heat so I went for minus5 for my case but don't hesitate to test your own values for all the settings I'm mentioning concerning the dissolve option yes I want my my smoke to disappear to dissolve at the time but not that early I will select 80 here I want some noise and noise will bring some details to your simulation so the strength I went for 0.5 scale four and time 0.2 all right okay that's it for the values of the of the domain and I will change the resolution so we can see the result and play okay cool it looks good but now we do have an issue okay so I like the the look of the smoke and I mean I don't like it now but I know that it will looks good later but the thing is we have the simulation starting right now okay and that's not good because the smoke is supposed to appear here only when the the car the the the tires are burning so maybe around here okay so what we need to do is we are going to go back in the emitters and we are going to animate the density so around maybe here we should have a density of zero and I press I to insert a key frame and I think around here we can go for 0.6 and that will be our final density we don't need to go until one it's up to you but I found that the the smoke is too dense if we go to one at this stage of the animation it it could be one if you want but I think it can be one when there is a long drift or something like that but not a start animation like this one so I prefer to stop at 0.6 but this is my preference don't hesitate to play with that if you want something else so I change the resolution and I come back and let's play again now you see the Adaptive domain doing its job so now as you can see when it starts there's no smoke in the beginning right so it waits until frame 45 and then only the smoke is there okay great we already have a goodlooking smoke and now to give more details to our simulation because as you can see now it's looking good but it's very linear right so what I like like to do is to add external forces so you press shift a and you go in force field you select turbulence right and let's place them let's Place one here so I will move it around here behind the car because the smoke will come here as well so it will have an effect on the smoke around here and for this force field I use a strength of two size of of one I wanted some noise as well so I used one and then shift d and I copy this noise here around here and you can put another one if you want okay this is my personal taste but you don't have to do this step this is my personal taste so for this I lower it to 0.5 and the same here just to you know to give some Madness to the linear animation okay so we want something different not something linear for the animation so let's test that so now now you can see that the turbulences are changing the the shape of the the smoke so I really like that and one more thing before we test the renders because I didn't want the smoke to go through the wheels I end up clicking on each wheel here the tire and you activate the Collision for this one you don't have to touch anything here kill particles is perfect so you do the same on the other one so this way when the smoke will collapse on the tire it will disappear instead of going through so because it will look very weird if it's going through the wheels okay so don't forget to do that for each wheel you select each wheel and you activate the collisions okay so let's do a quick render to see how it looks like okay so we can see that we have a very gray smoke and very dense and I don't like this so we are going to change the material you click on the domain you open a Shader editor here and we will change just a few values so here I prefer to use 3.5 for the here the density and for the color here you go in X and this is the color uh I did use it's nearly white Okay so so yeah let's do another Rend so here is the result with the new material and I prefer this version okay it's less great it's more white and I feel that it is more natural looking and when we will change the correct resolution it will looks very good okay now that we are happy with the simulation it's time to bake the smoke so for the final values I did use 512 but you can use a lower value you come here in a type and you change to modular you check is resumable and you will have have to bake the data here and the smoke let me show you so maybe I will use 32 just to show you an example so I will make the data okay and now because we have the noise we can bake the noise and the good thing is if we don't like the noise we can only rebake the noise we don't have to rebake everything so let's breake the noise now so yeah that's it this is how I created my smoke simulation and don't worry if it takes a long time for the for the bake it's normal but the good thing we did using this shading is that once it's baked you can update the shading without rebaking everything of course you will have to render everything again but at least you will not have to bake everything again okay guys thank you for watching don't hesitate if you have questions I talk to you soon bye-bye
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Channel: JeanYan 3D
Views: 11,893
Rating: undefined out of 5
Keywords: smoke simulation, blender animation, tire smoke, blender simulation tutorial, smoke simulation blender, blender smoke tutorial, blender smoke, blender tutorial
Id: erxl675PB4Q
Channel Id: undefined
Length: 18min 56sec (1136 seconds)
Published: Sat Nov 25 2023
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