How to Create a Smoke Simulation in Eevee

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hello everyone and welcome back to another blender made easy tutorial today we're gonna be creating a very detailed dense smoke simulation using the new render engine Eevee in blender 2.8 so if you haven't done it already make sure you download the beta the link is down in the description once you have it unzipped and ready to go this will be what it looks like and now we're ready to start the tutorial so first off let's delete this cube by pressing X and then deleting it then press shift a we'll go to mesh and then plate now if you ever get stuck on what button I press just look down in the bottom left and you should see whatever shortcut I do so for example if I press shift a you can see right here shift a on the bottom left okay so now that we have our plain let's go over to the physics settings we'll go up to object quick effects right here and then quick smoke this will automatically add a domain for us with a basic material already in place now with that we have this domain let's scale it up to the size that we want so I'm gonna press s I'll scale it up right about there then I'll go s X and scale along the x go into front view by pressing 1 on your number pad then g and we'll move the domain right about here maybe scale it up slightly and then sy will scale it that way just a tiny bit alright there we go now that we have this if we were to play it we can see the smoke just Rises straight up and it doesn't look that good so let's add in a couple force fields so the smoke will actually go in the direction that we want the first force field that we'll be adding is will go to force field and then wind pressure G to move and we'll place it right about here and then we'll rotate it till it's about this angle we don't want it to be pointing down just around here I think we'll be good slightly pointed upwards then go over to the physics settings if it's not already selected for the strength we're gonna be setting this to six point that's five six point five there we go and then the flow we're going to be setting this to three the next force field that we'll be adding is a very villains force fueled and what this will do is it will just mess up the smoke make it look a little bit more random so to do that press shift day go to force field and then turbulence pressure G and I'm just gonna place it right in the middle of our domain now the strength of this one we are going to be setting to 20 so it's quite high and then the flow we don't really need to turn this up but maybe just go like point two or something like that I think that'll be fine all right so now if we play this if we hit the backspace and then hit spacebar you should see that the smoke is going this way a little bit all right it's looking a little bit better but there's still a couple things that we need to do so let's set up the settings for our domain you can right click on your domain and then over here the resolution we will leave at 32 for now once we do a final bake we're gonna be setting this value to 96 but for now we can leave it the temperature difference this is how fast the smoke will rise or how slow we are gonna be setting this to zero I don't want there to be any temperature difference I just want the smoke to just flow this way there you go you can see it's working like that okay and now if we scroll down the border collisions we're gonna be setting this to collide all so if the smoke touches any of the sides it'll actually collide with it which is what I want so I'm gonna leave it there we'll scroll down to the field weights the gravity we're gonna be setting this to about point two point one we'll just go point two for now we'll close that off and then open up the high res so turn that on and open this up now some people might be confused about what the differences between the resolution right here and the high resolution down here basically this resolution right here is how many voxels are in the simulation and then right here is how many times that is multiplied this number will actually change the simulation if you add more to it it might look slightly different this one does not change the simulation what it does is it'll take those voxels and just multiply them by two and adding more detail without changing it so for example if you like a resolution of 32 you like how the simulation looks but you want to add more detail to it you would want to change the resolution down here and what this does is it'll take that base number and multiply it by 2 so with a resolution of 1 it'll take 32 and multiply it by 2 which would be 40 or 64 then if we were gonna go up 1 it would be a hundred and twenty-eight and then so on with a final resolution we're gonna be setting this to 3 and then this to 96 but for now we're gonna leave it right as it is because I don't want my computer to slow down if you're wanting to learn more about high resolution and resolution divisions there's a video that I found that was pretty interesting link is down in the description if you want to go check that out ok so now let's go over to the flow settings we're gonna right click on our plane we're gonna be setting the surface value to 1 and basically what the surface value does is it will expand the amount of smoke that is emitted so let's say we set this to 3 we play it you can see it's quite large around the surface but if we were gonna set this to 1 meter we go back and play it again you can see it's a lot closer to the plane okay so we can leave everything as it is we don't need to mess with the settings just that meter we wanted to change to 1 so now let's go back to our domain settings and actually do a bake so the resolution we're going to be setting to 96 and enter will restart the animation and then the high resolution we're gonna be setting this value to 3 once you do that we can open up our cast settings and here is where we bake in the smoke but as you can see it's grayed out the reason for that is because we haven't saved our project yet so to do that you can hit control s I'm just going to save it to my desktop and call it smoke tutorial there we go and now as you can see the baking is now cleared up and we can actually bake it the end frame I'm gonna be setting to 200 I want there to be 200 frames in our animation and the end frame right here I can also set to 200 now that we've done that we can go ahead save our project one more time then hit bake now this is just gonna take a little bit of time so I'm gonna pause the video here and once it's done we'll come back and finish out this tutorial okay our baking has finished and this is our result as you can see here if I just scroll through it looks pretty good the smoke starts to beam it it looks really nice high detail and there we go alright if we were gonna go into rendered view by clicking this top right button right here we would not see anything the reason for that is because we need to go to the Eevee settings and actually set up the volume metrics let's do that real quick so we can actually see our smoke go over to the render settings right here and turn on volumetric make sure you turn on volumetric shadows or it will look terrible I will put two images on screen right now so you can see the difference between volumetric shadows on and volumetric shadows off so now if we go into rendered view we can see it's not that great that's because we need to add some lighting to actually show our smoke so let's restart the animation go into solid view and then right click on our lamp go over to the lamp settings and change it to a Sun lamp we're gonna be setting the strength of this to four and then open up the shadows and turn on contact shadows going to top view press G to move we'll place it over here and then rotate it till it's facing the smoke going to side view and then rotate it upwards right about there and now if we go into rendered view and jump to frame let's say a hundred n thirteen we can see our smoke a little bit better we'll mess with the material so it looks more dense in just a second we need to go to the world settings and make sure the background is set to black alright there we go let's go back through solid view we'll add in a plane so we can have a background surprised shift eight go to mesh and then plane press s to scale and we'll scale up the plane pretty big then go into edit mode we'll right-click on both of these back vertices and then press e to extrude Z and drag it upwards then we can go over to the modifier settings click Add modifier and subdivision surface set both the view and the render to six then go into edit mode again hit ctrl or command R to add in a loop cut and drag this backwards now we have this nice smooth curve background there we go now let's go into front view by pressing one on our number pad then hit ctrl alt or command option number pad 0 to snap the camera to where we are looking then we can just right click on it move it to wherever we want I'll drag it backwards slightly till we get all the domain in our frame now let's go to the material settings so we'll right click on our domain drag open a new window and then with your mouse hovering over this window you can hit shift F 3 and if we actually open up this you can see all of the shortcuts for all of the different sheets we have here so a 3d viewport is shipped at 5 uv/image editor is shipped 10 and then the shader editor which we are currently are on is Shift f3 you can press end to close off that panel and here is where we set the density of our smoke so for a really dense smoke simulation I'm gonna go with 450 for the density I'm gonna save my project and then go into rendered view up top here so if I go rendered view we can see our smoke and it looks pretty good the color you can set to whatever you like I might drag up the brightness give it maybe a blue color something like that I think will look good and you might notice that there's still it still looks a little bit off we set the high resolution to 3 but there's not that much detail in the smoke the reason for that is because we need to go over to the settings over in the render settings in the tile size this is important right now it's currently set to 8 pixels and the lower you go the more detail it will get so if we go to 2 pixels there you can see that there's a lot more detail in our smoke and it actually looks pretty good the sample size and then the shadow samples right here I've played around with these settings a little bit and there's just a slight difference between doubling the sample size on both of these and then what they currently are and the issue is the render time if I set this to 128 it'll double the render time even maybe triple it so in my opinion it's not worth the time to render if we set this to a higher number so I'm going to leave it at 64 okay we are almost ready to do an animation the next thing I'm going to do is right-click on our plane and give it a material so go over to the material tab and click on new if we come over here we can see our principal shader I'm gonna give this a slight metallic color so we have a little bit of reflection and then the roughness I'm gonna turn that down slightly and then maybe just darken this up maybe give it a great color there we go actually that's a little too dark so I might drag that up slightly the next thing that we need to do is open up the color management and that's found in the render settings down here at the bottom if we open this up we're gonna be setting the base contrast to high contrast and this will just give our overall look a little bit more sharpness and a little bit more shadows so with that turned on we are ready to render so let's go over to the output settings and set a folder right here so once you've found your folder that you want your animation to go to just hit accept and you can see here is where that output will go and I'm gonna leave this at PNG and the reason for that is because if we set this to a movie file or an mp4 file it will have to finish the render to actually complete if we stop it about halfway through it's not gonna work so I'm going to leave it at a PNG and then render all of those frames out in that folder if you uncheck overwrite if for some reason you need to pause the render you can go ahead and uncheck that and then go back and render it again and it will resume at that frame that you stopped it'll see that in that folder it's rendered a hundred and thirteen frames and then it will start at a hundred and fourteen which is pretty cool so I'm going to leave that off just in case I need to stop the render I'm gonna save my project more time before we render the animation I realized that we need to turn on a screen space reflection so we can actually see the background reflect so if I go into render view you can see there's some reflection right there and then also I'm going to hit the W key and click on shade smooth so now you can see that our plane is not smooth another thing that I just realized is we need to drag our plane down because if we look underneath there's some smoke right there so I'm gonna hit the G Z and drag this down until it's right next to the domain and there we go we'll have a nice simulation so now if we go into camera view go into rendered view we can see that there's a lot more smoke which is what we want another thing that I'll do is right-click or select your plane go over to the outliner and turn off it in the rendered view so once we do the animation we won't be able to see the plane it'll just be smoke emitting from nowhere which is what I want so I'm gonna save my project again then go up to render and click on render animation once this is done we'll grab all of those frames and then sequence them out into a movie file ok the render has finished and now I'm going to show you how to sequence out all of those pictures that you've rendered so first off let's hit exit right there and let's go up to the menu and click on video sequencer now make sure you're on frame 1 so click on the backspace then go up to add image sequence and then navigate to where your images are once you've found your images press a and select all of them and go add image strip once you've done that we can see our image strip right here now we can go over to the output settings and actually set this to a movie file so the file format right here I'm gonna be setting it to MPEG the encoding I'm gonna go mp4 and now that we've done that all we have to do is go up to render and click on render animation or the shortcut ctrl f12 once you click on this they'll a new window will pop up and it will grab all of those images and render it into an animation once this is finished that animation will be in the older that you originally set your output to and so once this is done rendering we'll see that video once the render has finished you can go ahead and open up your folder and you should see the animation right here so there you go guys that is how you create a dense smoke simulation using the new render engine Eevee in blender 2.8 thank you for watching if you created something cool I'd love to see it so make sure you tag me over on Instagram and also give me a follow if you want to thanks for watching and I'll see you guys in the next video take care good bye
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Channel: Blender Made Easy
Views: 240,258
Rating: undefined out of 5
Keywords: blender, tutorial, cycles, eevee, smoke, simulation, blender tutorial, 2.8, new, 2.80, free, how to, create, 3d, vfx, b3d, blender made easy, blender 3d, smoke simulation, animation, beginner, eevee smoke, eevee simulation, blender 2.8
Id: _IDBfQnttiE
Channel Id: undefined
Length: 16min 12sec (972 seconds)
Published: Wed Mar 06 2019
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