Introduction to Smoke/Fire Simulation in Blender 2.5 – Day 3

Introduction to Smoke/Fire Simulation in Blender 2.5 – Day 3

Tutorial Details

Final Product What You'll Be Creating

This entry is part 3 of 5 in the series Introduction to Smoke Simulation in Blender 2.5

In this invaluable, in-depth series we’ll be taking a look at smoke and fire simulation techniques within Blender 2.5, and who better to take us through this process than the man behind the official documents himself, Gottfried Hofmann. In the 3rd part of the series we continue to prepare the hi-res setup, and we also look at tips on saving baking time and how to keep the simulation stable. Prepare to be amazed at just what Blender can do for free!

Techniques covered in this third video include :

  • Analyse the effects of additional hi-res divisions.
  • Save render time by creating a tight domain.
  • Keep your baked data safe.
  • How to Avoid problems related to the particle system.

So let’s get going!


Video 1

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Note: click the ‘Monitor’ icon to view tutorial in full-screen HD.

The Screencast Key Status Tool used in this tutorial is available here.


This tutorial is Day 3 in a series – Go to Day 1, and Day 2.


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Discussion 11 Comments

  1. Andreas Galster says:

    Does this already cover the new improvements and/or if not, are you going to cover them as well?

    • Scott says:
      Author

      It does not cover the new improvements, but works with them as well. It covers tips and tricks for saving time when going HiRes.

      I am going to cover the new improvements in later tuts, though :)

  2. Tobey says:

    Thanks for the great tutorials Scott. Talking about long render times, do you have any experience using renderfarms to speed up the process, like renderfarm.fi etc?
    One thing I don’t like about “faking” fire in Blender using smoke simulation is that at the beginning you always get that weird “puff” of smoke, which looks more like an explosion of smoke rather than ignited fire. Just like in James’s example (nice work BTW)! Any go-arounds for that?
    Cheers

    • Scott says:
      Author

      Hey Tobey,

      the problem with renderfarms and fire is that you need to bake on the farm. And the time you need for baking becoms interesting when RAM usage jumps through the roof. On the distributed ones you usually don’t have lots of machines with 8 or 16 gigs of RAM while the commercial ones charge a lot for RAM usage…

      I investigated a workaround for the said problem with the “puff”. Still need some more time to dive into it. Maybe I will be able to post a quick tip about it sometimes…

      Cheers,
      Scott

      • Tobey says:

        I see. The reason I asked is that many of the tasks involved in dealing with physics require so much time to complete or knowledge about how to reduce the need for calculating power by adjusting different settings, otherwise it becomes a rather painful process of learning that can last many hours before coming up with a desired result and with many in-between waiting gaps. Though, I guess this is more related to the display in 3D view rather than final, local or distributed, render.
        Thanks for the explanation though and good luck on getting rid of that smoke-specific puff ;-)
        Cheers,
        Tobey

  3. ace says:

    hi watch the tutorials hope u guys show me how to create explosion soon good video dough

  4. Austin says:

    I can’t seem to get the same amount of density the smoke has at “11:30″ in the video. can someone help me with this problem, it’s been driving me crazy, because i can’t figure it out!

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