Chapter 1 - Mantaflow Smoke Basics / Blender

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hi guys this is ram from crossman studio welcome  to my new tutorial series about blender's new   feature malta flow few weeks ago i uploaded few of  my test simulations and some of you really liked   it suggested i should do few tutorials about  mantaflow as well i personally wanted to do   this series because it's a newly added feature  to blender which can be used in many scenarios   such as cinematics and motion design and since i  was exploring and learning mental flow myself i   thought it's best time to share this tutorial  while my observations are fresh this will be   really exciting series and lot of fun those of you  who don't know what manta flow is manta flow is a   new smoke and fluid simulation system which is now  part of blender and in this series we are going to   introduce how mental flow works both liquid and  smoke system and how you can create some useful   simulations such as fire smoke explosion splash  and other forms of fluid and smoke simulations   with it unlike previous tutorial series where  we had pre-decided number of chapters this will   be an ongoing series and we will keep on adding  chapters to it whenever we come across a new topic   or challenge word sharing about mantaflow so you  can keep an eye on this playlist over here and add   this to your favorites and enable the notification  whenever there is an update to this one   so the first two chapters are going to be about  absolute basics in chapter one we will discuss the   basic principles and the parameters of manta flow  and how to create a simple flow source and make   a simple fire and smoke simulation something like  this in chapter 2 which will be coming within this   week we will talk about how to shade volumetrics  in which we will discuss the basic shading process   for your smoke simulation using attributes  and principle volume shaders and create a   different kind of different looks for the same  simulations using different shader settings so   without holding you back any further let's jump  right to it now those who are new to simulations   there are few things i wanted to clarify a bit for  them just like how we define boundaries of a scene   in 3d based on the camera angle the boundaries  of simulations are defined by a domain object   within which all the information about the  simulations and attributes will be generated   now these domain objects store simulation  data in voxels such as explosion or splash etc   and also give you access to attributes for shading  purposes such as how much heat is there what is   the density of smoke smoke color flames how much  velocity temperature etc and these attributes can   be used for rendering purposes these voxels  think of them like a pixels for a moment   just like more pixels make a picture more defined  similarly more voxels make your simulations   more realistic and well defined at the cost  of performance so the bigger the simulation   is the slower the performance of the simulation  will be basically the simulation of fountain   will take much longer to simulate than  the simulation of a small glass of water   because of the scale there will be much larger  number of particles or the voxels to simulate   so to clarify how to set up this further i will  quickly explain with a sketch which is much   faster so let's say you have a scene of forest  where few people are sitting next to bonfire   when adding simulation you will have to think  where the fire source is so it's right in   the center in this scenario so let's create a  domain object which defines the boundary of this   simulation somewhere over here and make it large  enough so that it does not clips off the smoke   now try to visualize the smoke from around  here it should disappear so you can make the   box somewhere around this doll now every smoke  simulation needs a domain and a flow source so   in this case our flow source will be these logs  the votes basically and when the simulation is   done the box will contain smoke and fire plus few  attributes like heat velocity temperature density   based on which you you can define the look of  the simulation during the shading so this i'm   explaining in sketch because it it could take  long time to simulate this back and forth and   do it in 3d and it's much easier this way and  much faster now let's jump to 3d so let me just   go back to the blender and create a very simple  smoke simulation to explain what we are talking   about over here so to create a simple simulation  what you need to do is select your source object   in this case i have this small cube and i'll just  set the dimension centimeters and i'll just make   this one 10 centimeters very very small object  and place it in the center so we have a very   small cube which is 10 centimeter and now if i  want to create a smoke simulation out of this   so what we can do is uh there is one quick way go  to the object and uh quick effects and you will   see over here quick smoke and quick liquid these  both are multiflo parameters setups so if you want   smoke you just click on the quick smoke over here  now you'll see uh a few things just happened so   let me just explain what happened and we'll create  this manually as well so as we discussed there's a   domain object which is surrounding our main source  object now this domain object if you go to the   physics properties this is basically a simple cube  if you go to the edit mode it has four vertices   in a polygon and it's a basic cube okay what  what is happening is uh when you click on the   quick effects and apply a quick smoke this takes  a cube and converts that into a domain object   and also applies one of floyd physics properties  to our source object now what i'll do is i'll do   the same thing again but without the help of quick  preset so that you can understand this better i'll   go to the physics properties over here and click  on the fluid and what kind of fluid you want over   here you'll select uh this is a flow object we  want the smoke to flow from this object so let's   make this one a flow object okay now i'll make  another cube and place it place it in the center   somewhere over here and make it around this  tall okay i want this smoke to rise above and   rise above and this will take around till  around here i think the smoke will disappear so   this length of the cube is pretty decent so  right now it's a solid cube i'll change the   display settings of this cube to bounce so  that we can see the simulation all right and   now let's take this cube and convert this into  a domain and apply one fluid physics properties   and change this to domain and from  here make sure this is set to gas   if this domain is liquid and the flow  source is uh set to smoke then it will   not work so make sure this is set to gas  over here if you click on the big data   now this will create a smoke simulation from this  cube all right so as you can see there is one very   basic uh something is going on over  here a small puff of smoke okay and   i hope you can see it clearly so yeah this  is because uh the right now the settings are   not properly set up and uh this is a very low  resolution uh simulation and uh it looks stupid   right now we'll make it exciting in a moment now  right now it's uh not continuously flowing because   the flow object is set to geometry that means  only the volume on only the smoke which is   covering the volume of this object will be  emitted and that will disappear okay it will   not continuously flow if you want the smoke  to continuously flow from this object then   you'll have to change this to inflow now if  i free the data and bake the simulation again   you will see the smoke is continuously emitted  from the source object okay and right now it's uh   simply just rising above there is not  much of a great motion to it that's   because right now we don't have any forces  or any other things affecting the smoke so   what we can do is uh let's increase the go  to the physics properties and increase the   simulation length i'll make this 150 and uh let's  simulate this for 150 and uh see what happens all right so here's the simulation  150 frames and let's see how it looks   so as you can see it's a pretty simple smoke  simulation nothing much happening like i   said there are no forces in it and uh it simply  rises above and flips off from here because the   limitation of the domain object so we are going  to do a few more things to make it look exciting   one thing is we are going to add some force to  it so i'll click over here and uh press shift a   for speed turbulence over here and set the  strength to around 2 and size to 2. now let's   uh as you can see you can always press escape  to stop your simulation and resume it from here   anytime if you haven't made any changes  to it if you have uh made any other   tweaks then you'll have to rebake the  entire simulation from the start okay once we have slight forces it looks much more  natural it's flowing in some direction and it   has some very disturbance to it so this looks  good so i'll increase the domain slightly and   make it slightly bigger and place it over here  and also make sure the origin of the domain is   in the center it's a good practice especially  when you're dealing with the fluid simulations   so i'll set the strength of  the turbulence force to one so all right so i decreased the strength of  this turbulence and before going forward   i just want to clarify a few more things so let  me just go through a few of these parameters one   by one uh what is happening there is a a lot of  things over here which i want to introduce first   before getting into any details so right  now we have two things one is uh the smoke   domain one is the flow source so when you  select the domain object uh there are these   parameters called the first thing is uh the main  settings which is the resolution of the domain   so as you can see there is a small cube over here  and this represents the size of the voxel the   resolution division over here so the higher the  subdivision is the finer this simulation will get   but this will get slower if you increase it too  much this resolution is not just for the visual   this is also for the quality of the simulation  it's the more the resolution is the much the much   precise the simulation will be the first thing  is the division and let me just free up this big   free data and make this one 32 and  bake the data this is just to show you   what the resolution is about and as you can see  now the smoke looks very uh like a foggy and uh   it doesn't have a defined shape and the the voxels  are much bigger and it's it looks pixelated okay   and uh it still has a motion but not much  of a use okay now i'll just make it uh 128   and bake the data all right so the simulation is  done and as you noticed this took me much longer   than what we simulated on 64. the more resolution  you add the slower the simulation will get   but the results will be much prettier and much  more defined as you can see you can see the   flames uh you can see this smoke curls and all  very uh very clearly and it's much more defined   and the motion is much better it's not foggy and  it's uh it kind of looks realistic and uh and this   is just a basic setup okay and i'm sure if we  add more resolution to it like if we add more   noise or uprising oppress this one this will look  even prettier resolution subdivision is uh for   the physics of the smoke to control the visual of  the visual resolution you can always uh use these   parameters over here okay and we will uh discuss  about this in a moment so right now when we   when we bake the simulation it's taking around  one second for each frame or two seconds   for each frame now that's happening  because even though the smoke is   only in this area manta flow is still calculating  all this space which is within the domain   and that is actually slowing the simulation  down now to improve this performance   what you can do is you can use adaptive domain  which is over here if you enable this when we   bake the simulation now you'll see it's much  faster and this is much more useful for earlier   frames of the simulation because eventually  at the later part of the simulation when the   smoke reaches its maximum height it's going to be  almost same as without the adaptive domain and as   the name suggests the adaptive domain is basically  the domain shape is adapting to the size of the   simulation and saving us all that unnecessary  calculations which were going to happen in   these empty areas i suggest you always keep the  adapter domain on and it definitely improves your   performance second parameter is the time scale  to discuss this i'll just make it a 64 resolution   for this simulation on the time scale of one  we have the actual speed of the simulation so this is the actual speed of the simulation  when the time scale is set to 1. now i can control the speed of the simulation   i can make it slower or much faster if  i tweak this parameter if you want to   slow it down then you can decrease this number  and if you want to speed this up you can increase   this number now let's take a another preview  with the change this to 4 and bake the data   so yeah this simulation is much faster and the  animation of the smoke is happening four times   of the actual speed if you're dealing with some  uh slow motion shots you can always decrease this   number to like 0.2 or something 0.3 or if you are  like happy with your simulation but you find the   speed of this smoke or fire uh you want to  control it then you can use this parameter   so uh there are a few more things over  here like a cfl number timestamps and all   but i don't completely understand the uh  these this parameters specifically and i'm   still doing my homework on this so maybe in  later chapters i'll cover these in details   but i'll just go through other few parameters  over here because these are essentials for the   beginning purpose okay so the dissolve over here  is uh as the name suggests uh basically the smoke   as you see right now it basically  reaches its maximum height and clips off   where the boundaries of the the domains are and  uh what you can do is you can enable the dissolve   parameter from here and what this will do is uh  this will dissolve the smoke and you can control   the speed of it by time frame over here so let me  just free up this smoke and uh so i'll just make a   simulation again and see how it looks so as you  can see right now we can only see uh this part   of the simulation because because of the dissolve  all all that information disappears okay but we   were seeing the interesting curves happening so  all that uh is not visible because uh because   it dissolved now you can control this one if  you make this uh dissolve like uh much slower   then i think you should be able to see all those  uh much more part of the smoke now the dissolve   is uh happening much slower like uh previously  when this was set to five it was uh from around   here it was affecting the smoke but now now that  we increase this number now we can see smoke till   over here and some some part of the smoke uh in  darker areas like this but we don't see actually   hitting the the top roof over here so you can  control how much smoke should dissolve with this   parameter and it's also useful for performance  because uh if you don't dissolve uh your smoke   simulation it will endlessly uh keep on filling  your domain yeah so in the main settings you have   the smoke section and uh because right now our  flow is on only using the smoke if we change   this to fire plus smoke then we will get smoke  plus buyer parameters over here so in the smoke   uh properties we we have buoyancy density so this  basically works with the density of the smoke the   more the density will be the much higher the  smoke will rise okay and the second parameters   is the buoyancy heat so this works with the heat  so the more the heat will be in the simulation   the much higher the uh the smoke will rise just  like in the real world in the warm environment   the smoke rises much higher in the cold  environment the smoke rises slower okay   third is the verticity and this basically  adds a turbulence noise to your simulation so   i'll just show you a quick uh preview of this one  if i increase this parameter let's say by four   okay the heat parameter and if i bake the data  now you will see uh the flames are rising much   higher and the smoke is rising basically  much higher because there is more heat but   if i decrease this parameter like a 0.4 or  something and as you can see this is a much slower   reaction and the smoke is uh rising  much slower now think of this like uh   maybe a candle candle frame okay the candle  frame will have a less heat buoyancy okay and   if you want to make something like a high  burst uh maybe gasoline fire or something   then you'll have to increase this number  and it will generate much more energy yeah so this looks like a much more  flammable object and uh more fuel to it so similarly there is a buoyancy density  and which basically uh works with the smoke   so let me just uh change this to only smoke  simulation and uh bake the data for uh just   the default setting so at the buoyancy density  at one this looks something like this and if i   change this to around four then the  smoke will rise much higher much faster   so these are the parameters and there  are much more ways you can control your   uh simulations and you'll have to keep all these  things in mind so similarly then uh we have a few   parameters for fire section and uh the reaction  speed basically uh how faster the reaction of the   burning should if this reaction speed is uh higher  then uh the flames will be much smaller and uh if   this reaction speed is slower the flame flames  will be much larger okay now if i make this uh   so at the default setting this is what flame looks  like it now this is the height of the frame okay   it reaches still over here and you can control  this from here reaction speed if you want a much   larger flames then you can decrease  this number to 0.25 or something   then you will see much larger frames so yeah and  then there is a flame smoke basically how much   smoke is created uh with the flame also there  is verticity for the fire like this noise we see   right now we have a turbulence noise affecting  the the simulation but uh by default the smoke   have some vorticity like some noise in in the  flames okay think of it like a bonfire flames   have much more noise and the candle flame is  much more uniform and have less noise okay   so if you want to make it like a candle then  you'll have to make it zero verticity and bake the   data and this will look like a candle frame sorry  i'll just increase the reaction speed to one so   that it's not such a big flame so as you can see  this flame have much less noise okay and uh i'll   just disable this force field so that it doesn't  affect our simulation let me just make it 128 so   that we can see the effect much better so yeah so  without any noise this looks like uh the flame of   the candle what you see right now it's a very low  resolution simulation that's why you can't see the   shape properly but as you notice there is not much  of a turbulence to this one okay that's because   there is no verticity or noise to this flame okay  it looks very uniform and uh like a candle flame   okay but if i change this to in the fire section  verticity if i make this around one let's make   it two and see what happens as you can see there  is much more turbulent noise in this one and this   result will be much more visible if i change the  scale of this object because right now it's too   tiny to notice yeah so this one right now right  now it's much more clear flames have a lot of   noise even though we have disabled our turbulent  noise but still you can see a lot of noise in this   uh flames if i make this zero again you should  be able to see a very smooth and nice flame   yeah so this way you can control the look  of your simulation and uh i'll just uh   make this small again and so yeah in the smoke and  fire parameters you can play around and uh define   the kind of look you want and also this verticity  just like this verticity this one is for the smoke   so if you want to control the smoke and you want  it to have some noise you can use the verticity   in the smoke okay and adaptive domain we have  already discussed now let's talk about the noise   over here okay so to access this parameter noise  what you need is you first need a simulation okay   otherwise it will not work okay it works on top of  your simulation so as we were discussing earlier   this resolution defines the the physics of the  simulation and you can control the look of the   simulation with this okay so we are going to set  the resolution to 128 for now and bake the data   and uh let's just wait for a while all right so  on 128 resolution this is the simulation we have   with the same noise and uh i disabled the dissolve  so that we could see the entire simulation so this   is what it looks like and uh this gives us the  smoke simulation the fire and smoke simulation   data we can render this one as well but there  is a one thing over here that is called a   press factor and what this does is basically  adds more resolution defines your simulation   with much more higher resolution data gives it  a much better look and if i enable this noise   now this disappeared because we'll have to bake  the noise your main simulation is still there   and even if you delete the noise later your  simulation won't be affected so enable the   noise yeah we'll leave this to two for now and  uh strength now this this parameter over here   is for the upper risk factor this adds more  resolution to your simulation okay the visual   resolution and then these parameters over here  these are for the noise now what's happening is but what this does is it basically adds more noise  to your simulation okay and uh makes it look uh   more realistic in some cases okay so so  you'll have to think about this before apply   now when you enable this one okay if you leave  the strength one then it will add noise okay   but if you're creating something like a  cigarette smoke or something like uh like a very   very small source of smoke which which is very  smooth and all then you might won't need uh the   noise and uh you can make it zero okay it will  still add resolution to your smoke but it will   not affect the simulations uh pattern okay it will  it will not be noisy this you this you should uh   you can use uh when you are animating something  like a much larger uh smoke simulations like a   firecrackers and all those so in that case this  strength parameter this can enhance your the look   of the simulation and add more noise to it okay  let's just add a noise by one and bake the data   and see the visual difference so here's the  simulation and uh so as you can see there is   noise in our simulation right now the scale of the  noise is set to 2 that's why it's giving us a much   finer noise if we increase this one or decrease  this one we can control the size of the noise   and we can also control the strength of the noise  and we can also control the animation time of   this noise okay this uh basically the wavelet  noise is uh think of it like an overlay okay   now if i disable this one you can see just  concentrate on this form over here okay this curve okay it's working on the same same form  and adding more noise to it okay now if i   increase the scale of the noise by let's  make it six okay and uh make this now   so i just cancel this to 47 frames and now let's have a look at this one so now if i  enable the noise you'll see these uh   these curls are much larger okay like uh i don't  know if you can notice the difference but it   basically uh over here you can see the pattern  of the noise the size has increased okay now   so in our case uh we don't want uh noise we'll  free this up and uh change the strength back to   zero and scale doesn't matter because the  strength is set to zero we are only going to   use the uppers factor and we want this to be  two okay you can also make it three if you want   so let's bake the simulation all right so now  as you can see our simulation have much more   resolution and it's much more defined compared  to what we had earlier without the oppress so   this is the default uh simulation without a press  factor so when we add more resolution from here   it looks like this okay so it's a very nice  feature and uh right now at this moment we   are not using the noise but i'm sure when we are  dealing with the different kind of scenarios and   you would want to play around with all these  parameters and see how this works because uh   whenever creating a simulation that the process  could be very time taking if you're not familiar   with these parameters so once you understand all  these uh you will have a much clearer idea how to   shape your simulation instead of just randomly  hitting simulate and wasting your time um randomly   like with random parameters okay i hope this  gives you some idea and now let's uh uh look   at few more parameters over here and after this  one we have guides and this is a much advanced   thing and what this basically does is uh it  can compute velocities from different objects   and affect the simulation let's say if if i had a  bullet over here and uh this passing by so i can   enable the guides you can use much more advanced  parameters like using the velocity of one object   to affect the simulation and also you can  use some other domain let's say if i had   one more domain with the smoke simulation and  i want that smoke simulation to affect this one   okay and uh that could work like a very realistic  wind okay it's a much advanced parameter and even   i haven't used it much like not very thoroughly  so i won't discuss this at this moment   and after that we have collections so if you have  multiple objects like a flow source and all you   can make a collection of them and define that from  here assign that from here and then we have cache   and right now when we simulate it's uh uh  saving it saving this in our temporary directory   okay or this will save this uh wherever your  file is saved next to the folder of the file   but you would want to make sure that you give it  a folder otherwise if it's in the temp directory   when you close the blender you  will lose your simulation okay so   now let's select the flow source okay so in flow  source you can uh define a lot of things like uh   first of all whether you want this to be only  smoke or fire plus smoke or just the fire and then   you can define smoke color from here which you can  use in our shading with the attributes and then we   have initial temperature okay so let me just uh  free this bake and show you one more thing so   right now uh the initial temperature  of this flow source is one basically   the temperature is is basically positive and that  is actually adding into the heat and that's why   the because of the temperature the the flames and  smoke smoke is rising above okay if i make this uh   minus two and uh then let's disable the  noise and uh make it 64 for a quick preview   sorry i think uh this will only i think this  will work uh better with the smoke because   fire can't have a negative temperature i guess  so i'll change this to smoke and now if i bake the data you see the smoke instead of  rising above uh it's falling down because   it has a negative temperature okay so yeah  initial temperature is you can use this to   control the temperature of the smoke and  then we have density and basically it defines   the density of the smoke if i make it 0.2 it  will be less dense and if i increase this to one   then we have much more dense smoke okay so density  is a pretty straightforward so yeah so just   to give you a quick overview if you enable the  initial velocity then uh whatever the animation   the source object have let me just go to the front  view and free the animation so let's say if my   emitter is at this point at frame 1 and at around  30 it's over here and at around 60 it's over here   okay and uh now this object have some velocity  okay now if i enable the initial velocity and   uh now whatever the velocity of the object is that  will uh that i can use in the smoke simulation so   if i make this two it will be much more   high velocity the velocity will affect  the smoke much more as you can see now the difference is if i don't use this uh   source velocity or initial velocity  then it will just leave a trail   the smoke will not use a velocity from the object  so that is something to keep that in mind so right   now it's just uh leaving a trail of smoke and it's  not using any velocity all right and similarly you   can define like how much velocity in the normal  direction you want it basically works with the   normals of the geometry if i enable the normals  in this direction in the vertex normals so the   smoke will have velocity in this direction if  i define this make it a 3 normal velocity then   the simulation will have some velocity  in the direction of the cube's normal yeah as you can see over here instead of just  a plain trail uh when the smoke is emitted   it generates it has some  velocity in these directions uh   yeah so instead of just having a simple  plane trail of the smoke the smoke is   emit when the smoke is emitted it has  some velocity and it bounces around   and like it has some force in the direction of  the normal in these normal directions and uh so that is because of the normal velocity okay  so then there are a few more like initial x y z   you can define in which direction the velocity  should be like if you give it a x velocity   then the smoke will move in this direction more  then if you have y velocity then in y direction   and z direction will make it  go upwards so if i give it a   5 velocity in the z direction then it will work  something like a fountain so yeah because of   the z velocity the smoke when when it's emitted  it it moves upward but because of the negative   temperature then it falls down so it's uh because  of uh the velocity in the z direction okay yeah   you can control your simulation our velocities  are very important when you're dealing with uh   with explosions so that is something we will  discuss later when we are creating a explosion   but i hope this gives you some idea and uh  and surface emission basically how much uh   smoke is emitted from the surface and volume  emission is how much smoke is emitted from the   volume so if you want to add more smoke you can  increase these numbers and it will create a much   much more smoke okay so yeah i hope  this uh gives you some idea and uh   just like uh in the other month of the tutorial  we discussed where we created the splash   you can animate these properties of use  inflow and you can keyframe this if you   want to disable this from over here  and smoke will stop emitting at this   on that keyframe okay so it it will only create a  spray one spray and it will stop where the key is   so you can also animate all these parameters if  you want and most of these are animatable and now   that we have created one key for the use inflow  at around frame 25 after frame 25 no smoke is   generated okay all right so just to conclude this  chapter i have set up this file and it's a pretty   basic setup and the results are what you've seen  in the trailer just to give you an overview what   is going on over here i have this domain object  which is a simple cube and the dimensions are four   by four by almost eight meters and then we have a  cube over here which is like around point one five   meters and you can play with the centimeters if  you want so don't worry about this noise over here   uh i'm just uh it's an old habit of giving a  emitter some noise for a much more detailed   simulation but at this uh at this stage i  don't think uh because the simulation is uh   so simple i don't think it's going to affect  much and you can keep it a simple box okay so   this noise if you want to add simply apply  a displace let me just show you one cube   and subdivide it a few times and then you can  apply one displace and click on the new texture   and then select texture number zero zero two from  the texture called properties over here and select   what kind of texture you want and so you can set  the size of it and then in the modifier properties   what kind of texture coordinates you want you  want some other object to affect the texture   coordinates you can do that and select this empty  and now when you move this empty it will animate   your geometry okay and we we talked about this  in the introduction series so if you're confused   you can have a look at it later so yeah that's  about that's your emitter object and uh then i   have one very simple force which is turbulence  noise uh just what we've been dealing with today   so but just to add some more details to it what  i've done is i've animated the noise strength   and the size so in uh in the real world uh you  can see uh the the wind is not always always   uniform okay sometimes the strength of the wind  increases sometimes it decreases sometimes you   have more noise in the wind sometimes you have  less noise in the wind so to simulate that you can   add a turbulent noise and whenever you  increase the strength of the noise there   will be much more turbulence basically it will  animate faster and when you have less strength   then it will affect less i mean to the smoke and  also if you increase the decrease the size of the   turbulence it will create much finer noise and  if you increase the size of the turbulence it   will create much more wavy and much more uh larger  shapes in the noise okay so i'll show you with the   uh with the simulation so i'll make it 64  resolution and adaptive domain is enabled and uh   let's just bake the data and see the results  all right so yeah at 64 resolution it took   me around five minutes so i'm just  going to play this and see the results let me just uh make it a darker background yeah so as you can see because we have animated  the turbulent noise whenever the strength of the   noise increases somewhere around here you can see there  is a there is a push to the smoke and   somewhere around here and here and these will  be much more visible in the higher resolution at   around at the end of the animation so it's a it  has a some nice motion to it and also uh if you   notice over here the whenever the size of the  turbulent noise gets smaller there will be much   more noise to the simulation so somewhere around  over here we have a 0.4 size okay so it gets noisy   but when we have some larger number in the in the  scale you'll see some large waves over here so to   see the results better and uh how the forces are  working and all we are going to simulate this one   in 180 resolution okay it's totally up to you  guys what kind of uh resolution you want and   and depending on the configuration of your  system my final simulation will be in 256   and that can take a lot of time so i  would recommend you to stick around   128 to 180 for now and it's going to look pretty  good even in that resolution so i'm just going   to show you a preview of how it should look like  in 180 resolution with the uh with the upper risk   factor okay so i'll make it 180 and i'll enable  the noise and enable the abrasive factor okay   now instead of baking these two separately i  can choose final simulation from here and what   this will do is it will bake the simulation  and the noise these both together in one go   okay so since i'm pretty sure what's going on over  here i'm going to bake this all and come back in   some time and show you the results all right guys  so the final simulation is done and i'm just going   to do a preview and show you the results so here's  the preview for the final simulation which we just   uh did on the 180 resolution and this looks pretty  good i think it's pretty much similar to what you   but you see in the trailer in the final render the  motion is pretty much same that's because it's the   same file same setup nothing has changed and the  only difference here is the 180 resolution and for the comparison purpose i'm just going  to keep both the previews side by side on   the left side we have a 180 resolution and  on the right side we have a 256 resolution   so this one on the left took me 45 minutes for  the entire baking and the one on the right took   me around three to four hours and uh the results  in the results i think are both looks uh both look   pretty good and uh it's up to the requirement the  256 resolution have definitely have much more uh   much more clear shapes and much more defined  uh smoke but uh like i said it depends on the   what you what your requirement is and if  it's for a very realistic visual effects   then the more resolution works in the favor but  if it's for something like an animated cinematic   then i think the medium resolution of uh from 128  to 180 works pretty pretty good pretty well okay   so i'll let you guys decide on that and do play  around with all these parameters the basic ones we   discussed today and there are much more things we  are going to discuss in the series uh in the later   chapters with the different kind of assignments so  so yeah just take it easy on this one this could   uh take some time to get uh uh get used to so i  hope to see what you guys make with mantaflow and   do share your results on instagram tag me with  instagram and those of you who are waiting for   the shading part that we will discuss in the next  chapter because that is also a very detailed topic   because we will be combining a lot of attributes  like heat smoke color density temperature and all   those attributes with the principal volume shader  and create a few different looks for the same   simulation so even though the simulation is same  you can still cut create you can still control   a lot of visual aspect in the shading part  and give it a totally different look and uh   so that is a lot of fun and uh that that's what  we are going to discuss in the next chapter   so i hope to see you guys around and uh see  you in the next chapter thank you and good luck you
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Channel: CrossMind Studio
Views: 168,701
Rating: undefined out of 5
Keywords: 3D, 3DDesign, 3Dart, Animation, Mantaflow, Blender, cycles, eevee, vfx, specialfx, dynamics, smoke, fire, cinematic, pixar, disney, gamedev, gamedesign, tutorial, rendering, cartoon, fx, greenscreen, cinema4d, c4d, octane, houdini, xparticles, motiondesign, motiongrpahics, cgi, learning, simulation, embergen, design, art, photography, fluid, realflow, fumefx, tyflow, particles, nebula, slowmotion
Id: WMQdiC-6aVE
Channel Id: undefined
Length: 47min 21sec (2841 seconds)
Published: Mon May 25 2020
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