Chapter 2 - Mantaflow Volume Shading / Blender

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hi this is ram from cross mind studio welcome  back to the second chapter of manta flow series   and today we are going to discuss how  to shade your smoke and fire simulations   with the help of volumetric shaders inside blender  and cycles in previous chapter we discussed the   absolute basics of smoke and fire simulations and  we also talked about the very basic parameters   which are available in the gas domain and  the flow source for the smoke and fire and we   made a very simple smoke and fire  simulation which looks something like this   it's the same file what we created in  the previous chapter and this is what   we are going to take forward and today we are  going to generate one render out of this one   and discuss the process of the shading with cycles  so the volumetric shading is slightly different   from shading a regular 3d object in a regular 3d  object you have one texture and you can use that   texture based on the uv coordinates and place  it wherever you want but the volume shading of   a smoke simulation or a fire simulation is bit  different because of the dynamic behavior of the   smoke and fire simulation it has a certain motion  and the shader needs to follow that motion and not   just to wrap around it like a texture so just like  how we use uv coordinates in a regular 3d object   we have something called attributes for the  shading purpose of the smoke and fire simulations   and these attributes are generated along with  the simulations what you see in this domain   and these attributes basically separate  out and create a different fields for smoke   and the flames and the density where the heat is  generated and what is the color of the smoke and   uh most of them you can see over here in  the viewport display for the smoke domain   over here in the physics properties if i  scroll down i have the viewport display option   and if i enable the color mapping you will be able  to visualize most of these attributes over here   so if i select heat you can see the heat how far  that each of the heat is and if i select the fuel   you can see from where the fuel is uh basically  the temperature over here and also the density   and few other attributes over here so these are  just for the visualization purpose but not for the   rendering but you can access these in the shading  editor and that is what we are going to discuss in   a moment but before we get to that let's talk  about what is the actual process of burning   and what are these attributes so the process  of burning in real life is basically called   the combustion reaction okay the combustion  reaction is basically very high temperature   chemical reaction between a combustible material  which is basically a flammable material in our   case that is flow source and between an  oxidant which is oxygen in the environment   and in our case you can safely assume that  that is our domain which creates an environment   for our smoke simulation okay and combustion  reaction releases heat and that heat triggers   fire and fire into smoke sometimes this reaction  proceeds so slowly that the change in temperature   is not so noticeable and in that case you will  not see the fire and only will see the smoke   but when it happens at a very fast rate you will  be able to see the flame and smoke okay and that   is why when we are simulating only the smoke you  will not have access to the heat parameter or the   temperature parameter but when you are simulating  the fire you will be having the access to the fire   flames temperature and the heat parameter so these  are a few things to keep in mind and all these   terms are very common in all the 3d softwares  wherever you using of smoke and fire simulations   so it's a better to memorize all these and  study about these and you will be able to   understand the behavior of the simulations  much better if you take inspiration from the   real life now as we discussing this reaction so  basically think about this we have a fuel source   we have a domain which is like a oxidant for  this uh chemical reaction i mean this is just   my analogy for this and it's not actually oxygen  in 3d but i'm just drawing parallel for that and   now as we're discussing this real life combustion  reaction now come to think of this what are the   different steps of the reaction so we have a  temperature attribute at some temperature the   reaction will trigger and that will generate  heat okay so we have heat and this heat will   if a reaction proceeds at very high rate then this  will trigger fire and these are also called flames and this will also result in the smoke and smoke  you can measure with this density parameter   and also we have few other  attributes which are velocity and smoke color all of these reaction  steps are also available in 3d   for you to shade your simulation now to explain  this in more detail what i'll do is i'll start   creating a material for this and go through  it one by one now let's create a new material   and that will bring up a principal bsdf by default  okay now if i render this one you will be able to   see the surface of the material and that is not  what we want over here now we can see the surface   because right now we are using a surface material  over here this is a volume information the smoke   and the fire you see is a volume inside this  surface so that is why we don't need this and   if you're coming from the introduction chapter  you will know what the volume shader is because   we made a very nice looking clouds for the final  chapter and this is the kind of same process   so over here i'll bring one principal volume and  plug this one in the volume over here and now you   will see this is picking up on the density and all  this volume information available within the box   within the domain system and but there is still  a long way to go and there are still a lot of   things you will need to tweak to make this more  believable this is just a basic shader okay now   this volume shader is all in one solution for all  your volumetric shading needs and previously we   used to have a different volume scatter and then  volume absorption and then we used to combine   that with emission and combine all these multiple  nodes to make a file and smoke simulation material   shader but now in the recent versions we have  this much better much more convenient all in one   node which is called principal volume and you  can access all these properties of the volume   within one node and it's much more organized and  much easier to access okay so let's go through   this one by one now this is the your main shader  now along with this shader as we were discussing   we would need attributes and as you can see these  are some of the attributes which are all already   being used by default over here and anywhere you  can click and type these are attribute sockets   okay temperature attribute density and over here  we have color where we can use the color attribute   as well we can also bring external node which are  attribute nodes and type on attributes over here   there is one more node over here which is called  volume info and this is also kind of a similar   node but basically what this does is this gives  you four major attributes which are related to the   volume so you can either bring one attribute node  and type here manually or you can bring a volume   info node and access all these four nodes from  here but this is not the complete list over here   other than other than this we have one heat  attribute and one is the temperature attribute   but those two are experimental attributes  and those are you can access it but uh   those are like a quite experimental so let's go  through these parameters one by one and the first   input over here is the color input and as  the name suggests this input is for the color   information which you will see over here so if  i change this color basically this will change   the color of the smoke over here and uh this  is this will sound simple but this is not the   only use for this okay a much correct way to use  this is to access the color information which is   actually there in the simulation with the  attribute called color and we will get to   this part later in a moment but basically  what you can do is whatever color information   is available on the flow source if i select a flow  source over here and go to the physics properties   you will see the smoke color over here and you can  animate this value and that will create a smoke   of multiple colors and this should happen before  the simulation and once you have the assimilation   you can access all those colors in this domain  over here and plug that into here and what that   will do is instead of creating a flat color you  can actually access the color information which   is there in the simulation so like i said i will  explain this with a better example in a moment   and uh second is the color address the color  attribute is basically based on what you want   to color your simulation basically the smoke if i  type color over here which is one of the attribute   so basically this will pick up the color from the  actual flow source over here okay right now our   simulation is baked with the gray color that  is why we can't see much happening over here   but basically this will pick up the color from  the simulation and if i type density over here   then this will shade my simulation based on  the values of the density wherever the density   is more my smoke will look much more brighter  wherever density is less smoke will look much   darker okay now you will see you might think this  is a very good solution but it might not be ideal   for all the situations so and maybe sometimes  if it's a too dense smoke then that might create   black patches because of the negative value or the  darker value of the density and that you will see   if you enable the environment over here if i  increase the density more you see these darker   colors these are because of the density values  so but still you can use this in some cases   there is no right or wrong way  about this this is all experimental   now i can type some other attribute over here  as well like a heat or something but like i said   the best attribute to use over here and which is  uh by default this is empty but the most useful   one over here is the color attribute if you don't  have any color information in the simulation you   can leave this blank that is safe to assume the  third one over here is the density and the density   is pretty straightforward if you reduce this one  you are on the zero density basically your smoke   have no density that's why you won't be able to  see anything but the more you increase it the much   more dense your smoke will become and if you make  it around five or something then you will see much   more prominent shape of the simulation but still  this doesn't look a very correct representation of   what we see in the viewport but we'll get to that  in a moment so i'll just make the smoke a slightly   uh colorful just for the fun for now so this is  density and the density attribute is basically   based on what the density will work if you make it  blank then basically this will fill up the entire   box with the volume so density should always go  over here and yeah okay i'll just make it back   to white any strappy is basically will decide how  much a light will scatter inside the volume either   in the front or in the back okay now to explain  this example much more clearly what i'll do is   i'll enable the environment in and over here i'll  bring some other hdr where you can see this with a   much clearer light source in the background so i  have this studio hdr over here i'll just disable   these hue saturation nodes and gamma node  for now so this studio xe exr basically we   have a pretty pretty strong light source over  here okay now if i go to the object material   now i'll increase the density just to explain  this example so basically what happens is   if you make this any stroppy parameter if you  increase it in the positive value the light   will scatter and create a rim and this light  is scattering in the side but if you make it a   negative value then in that case whatever light  source is in the front of the smoke simulation   uh the smoke then that will scatter more in the  in the front of the area of the smoke now we have   this light source over here and if i make this if  i start increasing this number you will be able   to see a very clear rim that is forming around  let me just increase the density even further and okay for now i'll just use a density attribute  but this is just to explain this example so you   can see it feels like the light is observed and  the scattered from the back side of this the   smoke shader and if you decrease this number  and make it a negative value then you will be   able to see more of the front because the light  is scattering from the front and this is a very   useful thing if you are when you're shading in  a specific situation like you have a you have   one smoke simulation or the explosion happening  against the sun source or a very strong light   source and you want to form some nice rim around  it so you can control it with any strappy over   here and if you make it all the way one then you  will be able to see a clear visible light source   over here okay now think of this like a  glossiness parameter the roughness parameter   when the surface is fully glossy then you will  be able to see the clear reflection of the   lights and the things around it but the more you  scatter and the more the roughness is increased   then that thing blurs out okay similarly if i  reduce this parameter then that light source will   scatter over here in the back of the smoke and  create this nice rim now let's go back to our   original state of the file i'll load sunrise.exr  yeah there you go and i'll enable my scene lights   so that is any stopping parameter so i'll make  it zero for now now next is absorption color and   this we will discuss later so let's talk about  emission strength and if i increase this you   will see basically this will add emission to our  wherever the presence of the the simulation is now   this have a lot of use and uh basically what  you can do is instead of using just the flat   value of emission these values you can drive with  the help of attribute if you plug in some density   or flame attribute over here this emission will  take the shape of it and now let me just explain   this with a better example i'll make the density  zero now you will see if i make the density zero   this basically doesn't have any information for  emission to follow okay and now what i'll do is   i'll plug in a color over here from the attribute  sorry i'll use a factor and over here if i type   density now you will be able to see the emission  is basically forming based on the density of the   simulation and you can increase the strength of  it and this is working like a emission shader okay   now there is much more you can do with this if  you bring some more math node over here you can   control it like uh if i bring one power node over  here i can control the appearance of this and make   it look like some flames but these are not true  flames these are actually density forming around   using the emission shader but you can use this as  well to add some emission inside your simulations   other than the black body intensity which is  available over here now black body intensity   sorry we should use this in emission  strength yeah my bad so emission color is   basically what color you want this emission  shader to look like and blackbody intensity   is basically your frames if i use any higher  value like any any value that will decide the   strength of the flames visible over here now  let me explain this uh with a better example   let's say if we have the density of one in  the simulation and let's decrease the emission   strength back to zero so we have the density  over here we basically have the smoke and let's   increase this now let's talk about how you can  control all these attributes and uh basically   instead of a flat value in the density or the  emission you can use the attribute and form much   nicer visual for that so right now we have a flat  value intensity now just like how we use a texture   in the input we can use the attributes as well  now let's see if i use density over here instead   of a value flat value any number over here now  you will see a much better representation of the   actual simulation over here which is visible  in the viewport and now i can tweak this in   so many ways instead of using just a flat number  and this is much more artistic control so if i   bring one math node over here and add power to  this okay the power node is basically uh it's a   much complex mathematical function but basically  over simplifying this if you increase the power   this will work exponentially and wherever the the  values are higher it will strengthen them more and   wherever the values are weaker you will see them  getting weaker so over here i'll increase this to   1.5 and make a duplicate of this and change the  mod to multiply now over here we have some better   form of the smoke so let's decrease the power and  make this a slightly darker smoke let's make it 10 0.7 and just work around until you find a  better shape for the for the smoke basically   it should look like whatever you see in the  on the screen in the viewport all right so   we have the smoke over here and we have the  blackbody intensity forming the flames now if i   make it 20 we have the flames over here and let's  add some any strawberry to this one all right   now this looks uh interesting and we have  basically the smoke and the fire now something   feels missing over here and that is basically  whenever you see a smoke simulation or the fire   simulation in the real life from wherever the  heat is generated and that doesn't disappear uh   abruptly as you can see over here we can see the  flames forming till over here but it seems like   none of that heat is affecting the color over here  or reaching some broken flames should be present   over here as well now even though this is accurate  but you can still exaggerate things in the shading   process with the attribute now what i can  do is let me just disconnect this socket   so you can see what emission is doing over  here let me just rebuild this node for your   uh for clarifying this again if i plug this one in  emission strength so basically emission strength   is using the density wherever the density is much  higher you will see much more emission happening   wherever this density is weaker you will see  basically the transparent values and now let's   copy this power parameter over here and let's  increase this until you see some subtle flames   flame looking thing forming around here and i'll  clarify this again these are not actually flames   but these are visually these look like flames  but this is just an emission shader working on   the density okay now let's make a duplicate of  multiply node and now what i'll do is add some   more strength to this just like how we blackbody  we see over here much more energy we have i can add one gamma node and make it look like this all right now if i  enable the smoke you will be able to see some   some of that the emission shader working over here  so without this we had very dull looking smoke   which basically doesn't have any information of  the heat now if i plug this into emission strength   you will see this looks much better much more  realistic and i can control this how much i   want this heat to be these flames to be present  inside the smoke with these parameters and this   is not the only attribute you can use over here  instead of density you can also use heat over here   and actually i prefer using heat and this looks  much more believable now to clarify this one i'll   show you a better example what is the difference  between heat and density at the first glance if   i type density over here these two look pretty  much the same i mean you have some flames going on   forming like this but if i make a duplicate  of everything and plug this over here   and change this to heat now let's bring  one mix rgb node and plug this over here   and now we have one based on the density and one  network based on the heat now see what happens   if i make this towards the density this is the  density working factor 0 and if i increase this   there is a very subtle difference basically what  is happening is when we shade it using density   that works everywhere wherever the smoke is  more dense but that doesn't generate from   where the heat is triggered but if i make it  heat then you will see the more power over here   and less power power over here and let me  just make the blackbird intensity to zero   now now you will be able to see the difference  much more clearly this is based on the density   and this is based on the heat okay i hope you can  see the difference and to clarify this what i'll   do is i'll exaggerate it even further this  one is density and this one is heat this is   density and this is heat now in the heat there is  more power over here this is so much because the   heat is generated from our flow source and  over here it will have much stronger value   and that will fade away as it reaches the top  of the simulation but the density because that   this is a density attribute this is not from  coming from the emissions uh i mean the heat of   or the temperature it this is just uh the fog  which is uh the smoke which is in the simulation   so that is why you will say some acquire you  will not see some dramatic change over here so this is a very subtle difference and i hope  you can notice it yeah and i just uh delete this   one and plug the heat over let's just use density  for now so in blackbody intensity basically that   works based on the temperature and if i disable  the emission as well you will be able to see   this is forming the flames blackbody intensity  all right and if you want these emission   flames to look much more natural like black body  intensity over here you can also bring one uh black body node and plug that into color  now you will see this this black body node   basically gives you much more accurate colors  based on the temperature okay you can see the   temperature parameter over here so instead  of using an orange or yellow color over here   you can insert blackbody and this will give you  so much better visual based on the temperature and the next parameter is the blackbody tint and  this basically is whatever the flames are formed   with this blackbody intensity parameter you can  use a nice tint for that and make it look stylized   visuals and the next one is the temperature and  this will basically uh you can use any number   and based on that temperature number your flame  will either brighten up or get weaker this is just   not about the brightness of the flames this will  also change the color of the flames and based on   that temperature okay if i make it a weaker uh  number then you will see other than increasing   the brightness of the flame this is a color  based on the temperature and if i make it some   really strong over here like maybe 2000 then uh  it's much brighter and the color is more yellowish   okay then we have a temperature attribute and  this is basically what is uh the attribute used   for the black body intensity over here now  there is sometimes a confusion that what is   the difference between the temperature and the  flame attribute so i'll just clarify that with   uh one example over here so let me just plug that  into emission because this is a much easier way to   visually show you the difference between these so  let's use a temperature in this one and let's make   a duplicate of this and let's use a flame in this  one okay so basically what is happening over here   is if i use the flame attribute this is working  on the density of the flame wherever the flame is   the density is much more higher you can see the  thicker flames wherever the density is less for   the flames you can see a very mild uh very subtle  looking hint for that okay and uh that is the   only difference okay and if you in if you use the  temperature this is basically the energy which is   uh the temperature that is generated uh when the  simulation happens okay in some cases you can use   the temperature and over here this is used for the  black body intensity but to form the much nicer   flames you can use the flame attribute over here  so yeah that's about it for all these parameters   so we basically have a one uh density uh that is  going on over here and uh then we can use emission   strength to add some artificial flames then we  have emission uh basically the black body color   which we used for the emissions uh color and we  have flames which are generated over here with   the blackbody intensity so this is how you can  basically shade your smoke and fire simulation   but this is not a perfect example and this is just  to show you how all of these work now let's go to   the final file and create one perfect shader for  our simulation okay now let's go to the final file   over here and this one is on the 256 resolution  so over here you can see the simulation is on   256 resolution with uh with the uppers factor of  2 this is what i used for the final render okay   and this file gets much heavier it's okay if you  want to try it out on much lighter version like   128 or 180 resolution just like how you see in  the previous example that was 180 resolution okay   we have one basically material output over here  i have a smoke domain material and i'll start   building up the final shader for this one so i'll  just bring one uh shader and a principled volume   and plug this one over here okay and enable my  rendering all right now you see we have basically   a nice smoke going on over here so before i start  shading this one let me show you my hdr which i'm   using because some of you might have concern  about that so it's a very basic hdr setup this   is sunrise.exr which comes from the very default  folder of the blender foundation blender 2.82 data   file studio lights world you can also see this  hdr from over here this is the sunrise.exr which   you also use in the look dev mode okay the only  difference is over here i increased the saturation   a bit and i also increased the gamma strength and  now i'm using this on on the strength of two okay   so this is a much stronger light source and uh  set up around here okay then i have few lights   which i'll show you later now let's tweak this  smoke over here okay so i'll bring one attribute   and type in density over here and i'll use uh  this factor to adjust the value of the density   i'll bring one math node and change this to power  and i'll make it around one so i can see a much   clearer forms of the frames and the smoke wherever  the density is forming some curls we can always   power this up with another node and add multiply  to that and i can ramp this up by around maybe   20 or something all right this looks good now  i can add some brightness contrast to this one   maybe make it one and i can change the  color of the smoke to something cooler or   what i can do is i can basically bring one  color amp over here and plug that one into   this one and this multiply value to the color lamp  and give this one slightly cooler color i'm going   to tweak this these values around this looks  too dense i can make this 1.2 and this around   20 and increase the contrast by around 2 okay  and now i have much more clear definition on   the actual simulation so this looks better just  make sure that you uh don't add so much density   that it will start showing up these voxels  okay now i've seen some of you like i made this   mistake myself that just to make the smoke look  much more thicker you might end up using a lot   of density value okay like maybe around 150  or something okay now this looks good alright   this simulation is made of voxel these  voxels have the information of the volume now   these volumes are inside the voxels and after a  certain point when you push the density too much   instead of the true information like whatever  you see over here okay now technically whatever   you see over here this is the smoke which  is generated okay but whatever you don't   see over here that information is still there  in the voxel however minor that information is   that is still there okay so maybe it's 0.01 smoke  which exist over here which you can't see okay   but when you increase the dent this density too  much now this will fill up this will empower   those unseen voxels as well and what will happen  is it will basically make it a solid boxes and   and after that point you will end up making your  simulation look like this this will have grid   lines and voxel lines everywhere and this is not  actually the right so if you really want to make   some thick smoke then you should add more smoke  to your simulation not in the shader i mean you   should add more smoke which is emitted from the  volume and maybe add more emitter sources and   run the simulation for much more frames and when  technically there is more smoke that is when it's   going to look much more natural and dense smoke  okay now this has limitation so this is not   the right way to make your smoke look thick so  just keep that in mind and also as i mentioned   over here you can leave it blank if you want and  adjust your visual of the smoke from over here   like how darker or brighter you want this blue  look like but one of the quick way this is just an   experimental trick for some cases this works and  especially when the background is darker so if i   type density over here my visual looks much more  better okay because the true density information   is overlaid on top of the color now if i make it  0.9 and 50 and one now you will be able to see   this this visual looks much more better but like  i mentioned previously the problem over here would   be in case you start seeing these dark patches  then you should ignore this and just adjust it   from here okay but uh let's keep it this way for  now now we will work on our black body intensity   basically let's add some flames to this okay and  that is pretty simple you just need to increase   this value but this looks way too purple and i'm  going to make it much more subtle something which   have slight hint of blue but not too blue all  right and maybe i can crank this up a bit more   and the blackbody intensity so now we are going  to add some heat over here okay and you know   like the process of this we already discussed  i'm going to enable the emission strength and   use heat attribute over here and i'll also bring  up one separate node for the blackbody color which   i want to use for emission color now we have  some the presence of the heat over here okay   now we are going to tweak that we'll make a  duplicate of this power node and make it around   2.5 okay now let me just disable this density for  now now i'll add one more multiply node and make   it around 12.5 or something and i can also add one  gamma node just to make it look much more powerful something like this okay now let's enable  our density again there you go so now we have   presence of a slight hint of flames and the  color of the flames going on over here okay   and you can adjust that if you want this to look  much more dramatic you can add more value to this   and decrease this number so that is totally up to  your taste okay the next one is the any strawberry   and i'm going to use a very subtle number for this  one 0.5 okay what will happen is whenever i have   a strong light source in the back of the in the  back of the smoke i will see some light scattering   inside the smoke this will react much better  to the light sources so that's about it this is   the final shader which i've used for the render  which you've seen in the trailer and uh it's a   simpler but it definitely took me much more time  than this to figure this out to find the perfect   field so what i do is whenever i have one network  so let's say if i make a duplicate of this one   and uh so when i have one network then for the  density and all i usually make one duplicate of   that then i start experimenting that like maybe  you can mute few notes and see what combination   works better and you can also play around with  the different mods which are available in the math   node and also you can try out a few different  colors let's say if i wanted to make some   really toxic looking thing and also i can  enable emission color and i can also add one   hue saturation over here as well sorry  about that this goes into emission strength   and this goes into emission color and over  here i can add some hue saturation so this   way you can completely change the look of your  simulation and make it however you want this   okay so these are just a very basic examples and  uh this one is the final shader which i've used   so yeah that's about it and uh i rendered this  one on around 180 resolution the one frame took   me around seven to eight minutes now when you have  the simulation and it's always uh there is so much   work that goes into this so if you are doing this  for your personal project it's always fun to also   render this out from different views and uh with  a play around with the different lights uh you can   uh take your close-up shots so as you've seen some  of the close-up shots happening in in the trailer   so i used the same simulation and basically  generated some close-ups okay just enjoy your uh   first simulation and shaded play around with this  and here is the final render which i've used in   the trailer so these this is the final render  and these are some of the close-ups now i wanted   to explain a few more things before we conclude  this chapter and that is about how you can use   the color attribute and how you can also use the  factors of the density to combine two colors okay   so for that i will uh bring up a different file  now here's the another simulation which i've   created just for the purpose of explaining how  you can use the color attribute so over here if   i select the flow sources what is happening is i  have multiple keys set up of the smoke color just   like how you set key for any modifier parameters  you can simply press i on this one and change the   color so it's a very simple process and i'm sure  you're familiar with this one so as i scroll in   the timeline you will be able to see multiple  color interviews at the different frames those   colors basically mix up over here and produce  vivid looking simulation so this is not what you   can do with the color ramps in the shading okay  like in the color lamps you have a color which is   basically working like a overlay okay that doesn't  follows the physics of the simulation but over   here you can see as the new color is introduced  that emits from here and that also fades away and   this up with other colors so this is what we are  going to use for the render purpose so here's the   render setup for this one so what is happening  over here is if i enable the render without these   two inputs i disable the color input and i'll  disable this attribute okay without this what   will happen is it will just pick up a flat color  over here over here i have one attribute which is   basically plugged inside the color over here and  what happens is this color attribute will pick   up color data from the simulation and apply this  over here okay and then i added hue saturation to   add some more vibrance to that now one thing  to keep in mind is you need to set keys for   the colors in the simulation before you bake it  because the change of the color will be calculated   in the simulation so you can't change that later  and expect that to work over here so you need   to keep that in mind so always set the colors or  the color keys before you bake the simulation and   then also i can call the color attribute over here  as well now you will see smoke is using the color   attribute this looks much more interesting okay  i will show you the final render what it looks   like so here's the final render what you see and  this is how you can use the color attribute okay   and now here's another example i wanted to discuss  with you the last one and this is basically about   how you can use attributes as a factor just like  how you use textures to combine multiple colors   okay over here i have a different uh node i  just explained this very quickly so let's say   if i bring one attribute over here and call this  density okay and plug this one into the emission   strength now let's bring one um blackbody and plug  that one into emission color let's bring one math   node and make it to power something like this all  right and you can also multiply this one so i have   this black body color effecting the emission okay  now i'll make another version of this one and i'll   tweak this color with the hue saturation and make  it uh something like a cool color okay now what if   i want to add uh these two colors together i mean  combine these two colors together but not with   just some texture but with the attribute okay now  that is the interesting thing about the attributes   now i can combine these two colors but that will  still follow the simulations animation now if i go   over here and bring one mix rgb so in lower input  i'll add the blue color and in the upper i'll   add the warm color now i'll make a duplicate of  density and plug that into factor now you will see   wherever the density is much higher i can see the  first input sorry the second input and wherever   the density is much lower i can see the first  input and this is a much much more interesting   example how you can use these as a factors  and after that you can if you want to control   it further you can always bring one another  node which is uh yeah it should be over here   so wherever the values are less than these on  this number i will see the first color wherever   the values are more than this number i will  see the second color so this is what i've used   in this over here but there is a slightly  more detailed work into this i mean now   it's not so detailed but so in the factor just i  explained uh i have one density and i have this   value less than and more than controlling the  density which is going into the factor okay so   i have one uh density factor affecting these two  colors i mean combining these two colors and then   i have one gradient this is a linear gradient  which is going basically from bottom to top now i   combined these two with another mix node and then  i played around with the different settings of   the mods and i found this one better so that  is what i'm using over here okay so i hope   this gives you some idea how you can combine  with the attributes and this works just like   how you combine two nodes with the texture inputs  okay so yeah that's about it for today and uh this   was a lot and but i would suggest you guys to just  play around with these values and not just uh put   the numbers which i have used in the tutorial so  that will not be fun i mean uh you should make   a totally new look based on your observations and  play around with these values nothing can go wrong   with a computer simulation okay so just try out  different looks for your simulation play around   with the colors density values however you want  and uh don't hesitate to play around with this   okay so i hope to see what you guys make with this  with this simulation and the shading chapter and i   would love to see the results and your simulations  do tag me on instagram with instagram's mind and   share your results i would love to see  what you guys create with this one okay   so our next chapter is going to be about how  you can practically add smoke or fire simulation   to a 3d object and within a 3d scene and do a  production ready render okay instead of making   some raw attempt in a blank file we will actually  make a smoke or fire simulation however basic it's   going to be but it will be within a 3dc okay  so i will see you in the next chapter and hope   this was useful and you guys learned something do  let me know in the comment section and uh also uh   if you guys come up with a better solution or  some exciting new tricks don't forget to share   it with me so i will see you guys around in the  next chapter good luck have a great day goodbye you
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Channel: CrossMind Studio
Views: 40,020
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: 4p9AizjZXwY
Channel Id: undefined
Length: 45min 18sec (2718 seconds)
Published: Thu Jun 04 2020
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