<-- ON AIR
CAR SMOKE DISINTEGRATION
- Nuke 6.3
- Maya 2012
A Fluid Emitter was created from a sphere object to create smoke simulation. Smoke Density was set up to a high number for a large amount of smoke, along with Air field to create a wind effects.The second emitter was created as volume emitting type for heat/fuel and was placed on same position of the first sphere. Heat/Fuel method was activated for fire. Texture with noise was applied, also texture time was animated. Emitter's Density was keyframed and cycled to add variation to the simulation. Texture Incandescence was activated and multiple colors Shading fluids were applied in incandescence's ramp. Texture time was animated, as well as texture origin in X and Y using expression, so noise pattern can move correctly and match with the speed of smoke.
Self Shadow, and Raytraced shadow. Final Render with Mental Ray, with base Resolution of 400.