Smoke Setup in Blender 2.9 - Quick Tip Tutorial

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[Music] hey everyone welcome to my new video i've decided to do another quick tip for you and this time i want to talk about smoke simulation how you can use it to enhance your design very quickly a lot of you were asking for this every time i used smoke simulation in my designs so this time i want to show you um how it can be done i'm no expert on manta flow simulation but i have my ways how to create these quick smoke effects and i will just show you what i use what works for me and if you're new to the channel and you like to see quick tips like this in the future please hit that subscribe button and the bell button so you get notified when i release something new the halloween season is still here so why not to continue and i will create kind of a smoking cauldron or something like that so first of all i will press shift a and add a circle and i will modify the number of vertices to something smaller like i don't know 24 and now we can make this a little bit larger so press s and scale this up like this and i will press f to fill this up and extrude out so press e and extrude now i want to do a cauldron shape here so let's do some loop cuts ctrl r create a loop cut here move it down and let's scale this up so s and shift z to scale this on the x and y plane and do something like this now we can remove the top plane so select this and press x and delete faces and i will do one more cut here so ctrl r and do a loop cut now select this top loop so alt click here and press s to scale up and move it up a little bit maybe okay so this will be our basic shape for the cauldron and we can modify this a little bit so first of all i will press o to enable proportional editing go to the vertex cell by pressing one and let's drag some of these vertices up and down so this is kind of uh a little bit distorted so it's not so uniform okay something like this and now i want to do some dance here so i will select one of these vertices and press v to rip the region and move this around a little bit more and let's make this fall of smaller with the mouse wheel and now i will disable proportional editing and just move some of these vertices like this okay and maybe here in the front okay and now let's add solidify modifier and let's give it some more of the thickness and then i will add the bevel modifier for those better refined edges add one more segment so we have nice supporting loops there and switch the limit method to angle and now let's shade this smooth and i will add one level of subdivision here so press ctrl 1 to add one level of subdivision and i will reduce this for render as well and here we hit that angle so we can try to make this a little bit larger so 35 degrees and we can scale this a little bit down like that okay i think this will work for some kind of cauldron now let's press shift a and add a circle let's bring it up so press g then z and move this up tab in press f to fill and scale this up so we are creating um water level there and maybe we can push this down a little bit so i will tab out press g then z and move this down and let's look from the front enabled wireframe so we can see how thick this is and we can go all the way here okay and now we can add some bubbles there so shift right click here to move the cursor there press shift a and add uv sphere and i will just shade this mode make this smaller and leave it like that maybe later i will do something about this and press alt d shift z and just create some more of these okay so this will be our base object and this is just to see the scene that we are creating here and now we can proceed and add that smoke simulation first of all to create smoke you need some object to emit that smoke so shift right click here and we will add another uv sphere here and we can make this a little bit larger maybe and move this down so this will be our smok emitter and now to be able to use this as a smoke emitter first of all i will need to go to the object settings and in the viewport display i want to display this as a wire and then in the visibility we don't want to show this in renders and now let's reset the cursor so shift s and cursor to world origin and now i will add the cube and let's tab in make this quite larger and move this up and this will be our domain for the smoke so yeah something like this and now we can go to the physics tab click fluid and add the domain so this will switch the type of the object to the volume domain we can maybe make it a little bit smaller so s and shift z to scale this on x and y plane maybe push this down a little bit so we have our smoke domain and we have our smog object now add fluid simulation to this object as well and we will switch this type to flow and we'll leave the flow type to smoke but don't forget to switch the behavior to inflow so it's continuous and now i want the smoke to go really high but i don't want to bake a lot of frames i don't want this to take so long i want the smoke to rise as fast as possible so first of all i will rise the initial temperature of the smoke to five and then we can select the smoke domain object and do some settings here first of all i will change the animation frames to hundred and here where the cache is for the domain object i want to reduce this 200 as well so we are not baking so many frames and that's for the cache this is really important there are a few types how you can cache your simulation and the default is replay that means basically that the simulation will happen if you now play you will see this working so the smoke is rising there actually but sometimes this behaved in a little bit of weird way if i added some force field and stuff like that it wouldn't like re evaluate the cache so i'll just switch this to all so we are baking all the time and you can click bake all you will see baking happening here and on the timeline and now if you just scrub through the timeline you can see your simulation so this is a little bit large um i think we have that smog object will be too large so we can select this maybe move it up a little bit and make it smaller like this and apply the scale so ctrl a apply the scale and now just select the domain object free all and bake again so every time you do some change you will need to bake this and now we have some initial smoke effect here the other thing performance wise um there is an adaptive domain here um and this is supposed to work in a way that it helps you to make these bakes quicker but for some reason if i enable adaptive domain and add some cell resolution um it bakes slower than if i leave it like this maybe it's a multi-core thing on a recent cpu or something i didn't research into this so if you maybe have some tip why adaptive domain takes longer longer to bake for me just let me know in the comments so i will leave this unchecked i don't need adaptive domain right now so only thing left is to set up some settings for the smoke and let's free the bake and first of all i want to set heat and buoyancy density buoyancy is basically a physical phenomenon of the liquids of that inner pressure that for example allows the boats to flow on a water so you can just make this pressure higher and i will make the heat higher as well as you know the warmer the steam or the smoke is the faster it rises up and i want to enable dissolve um that's the setting that will enable the smoke to disappear over time and i want to raise the time for dissolve to 50 and now there's this option for noise they will add some detail they will basically upscale your smoke resolution but first of all let's see what we have here so i will bake all without the noise now if we play through this you will see the smoke is rising so now we just need to add some interest to that first of all to better see the smoke i will press shift a and add an area light here i will bring it up make this larger and set the power to something like 2000 and we can set this to 3d cursor rotate a little bit and let's enable the ev preview scene light scene world but we don't have any smoke here because we need to set some material for the domain object so select the domain object go to the material tab create a new material let's call this smoke and i will remove the principled shader from the surface and expand the volume and add the volume shader so principal volume right here now you can see there's some smoke actually in the scene and and the scene is a little bit too large here so i will bring this up to 5000 i will probably modify this later and maybe bring this up like that and from the side so now we have a visible smoke material and we can make this a little bit brighter so set the color of the smoke to white now if we go back to the physics settings on the domain object we can make some changes here first of all let's free the cache and i will enable noise here that might take a little bit um while i was in the material preview so please bear with me while this enables and i will leave the oppress factor to 2 and now i will just bake you can see this takes just a tiny bit longer than before but it's not too bad and now you can see you have a nice detailed smoke here of course the basic resolution and this is probably the most important resolution number here um but at the same time that's the number that will make your pc cry if you go higher so reserve this only for the final render if you're satisfied with your smoke and how it behaves you can then go for 64 or something even higher you know basically how detailed you want the smoke to be and now this looks all nice but i think it looks a little bit a little bit dull there's no movement there so first of all it's still too large in my opinion so i will select this inflow object and make this smaller let me switch to the medium point press s and make this even smaller and i'll apply the scale and now we can add some force field that will make this uh go around a little bit so i'll press shift a and add a wind so go to the force field and add wind now let's bring this up so press g then z bring it up and i want to rotate this on the y axis so r y 90 degrees minus so it points this way and first of all let's set strength to something like five so it's a little bit of a stronger wind and let's move this to the side here it doesn't really matter right now but now i want to show you what the wind does so let's free and bake the cache okay so immediately you can see the smoke would be blown away like that and that's not what i want here i want the smoke to go up and then change the direction so we'll need to do some setup over here and after setting the strength we can go here and enable some fall off so i'm good with the sphere falloff but i want to set the max distance to something and if you start bringing this up you will see that ring going around your wind object so this is basically a fall off for the wind but you need to set some power too so i will set this to one and it's basically determines how quickly you want this wind to fall off so if you would set this um too high uh basically it wouldn't influence much if you set it too low then it behaves in this way so you need to find some kind of a sweet spot and now i will free this and bake again okay and this looks much better right away so now we have some nice smoke that goes to the side a little bit and we can maybe bring this a little bit higher up because i don't like how it goes around the cauldron there so something like this and free and bake okay this is much much better i really love how this curls here around that wind object so that's all fine by me so i will now go ahead and free this again and set the abras factor to three and go for the 64 resolution and now i will do kind of a final bake for the smoke and that'll take quite longer okay the bake is finished and now we can explore the timeline a little bit you can see this is much more refined smoke it looks really nice but at the same time on the timeline it's really slow so really reserve this just for the final render okay and now with the smoke ready and maybe this is too high up now but don't worry about that i will just select these cauldron objects pattern them and now select the cauldron and move it up so i don't have to move the domain object so this will work nicely and there's one little trick you can use since blender 2.9 if you go to the openvdb site or any other site basically that offers to download simulations in vdb format blender now supports this and since 2.9 there's the volume object here so we can press shift a and add the volume object you can see it right here and it says import openvdb and i've downloaded one from the openvdb side you can find the link in the description and you can just import the smoke object and it's a little bit too large so i will scale this down and move on the x and this is not animated so it's just basically a static volumetric object but it's really quick way how you can just place it somewhere in your scene and you have a quick smoke on so yeah you can do that too if you maybe have a slower computer or for some kind of reason these simulations don't work for you just go ahead download the vdb and you can import it like this you can import clouds this way whatever you want so that's just a little trick that you can use from now on and now i will delete this and proceed and use this to create some kind of a little scene i will add some more objects probably materials lighting and all that stuff so we have some nice illustration in the end and of course i will probably speed up that process so the video doesn't take too long so this was the smoke simulation for you and let's now finish up the scene [Music] [Music] [Music] [Music] [Music] [Music] [Music] [Music] [Music] [Music] [Music] [Music] [Music] [Music] [Music] [Music] [Music] [Music] [Music] so [Music] [Music] [Music] [Music] [Music] [Music] [Music] [Music] [Music] [Applause] [Music] [Music] so this is the final setup i end up with and now we can have a look how the final render looks like i might play around with this a little bit to give it some finishing touches but you get the picture this can be used as an illustration for some kind of hero image on the website or as an icon in the game or something like that so i hope you like this one um thank you for watching if you're new to the channel please hit that subscribe button and the bell button so you get notified when i release something new and thank you again all for watching have a wonderful day [Music] [Music] [Music] you
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Channel: Polygon Runway
Views: 71,186
Rating: undefined out of 5
Keywords: blender, 3d, tutorial, blender tutorial, illustration, 3d illustration, 3d illustration tutorial, 3d modeling, 3d modeling tutorial, blender modeling, blender modeling tutorial, modeling, modeling tutorial blender, 3d modeling software, blender 2.9, blender 2.9 tutorial, mantaflow, mantaflow tutorial, blender smoke simulation, blender smoke simulation 2.9, smoke simulation blender, blender mantaflow, blender mantaflow tutorial, blender mantaflow smoke, blender mantaflow 2.9
Id: 0y74QdzlQQM
Channel Id: undefined
Length: 28min 8sec (1688 seconds)
Published: Fri Oct 16 2020
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