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The Mill Collaboration: Week 05

Brief: The goal of this collaborative class with The Mill is to integrate a vehicle into a live action scene that will be enhanced with effects.

I am using the following reference from Shazam, looped in reverse where the fictional creatures disappear into smoke. It is referenced from a VFX breakdown of Shazam by Mr. X, Timestamp: 00:24.

The next step is to work on the simulation and refining the smoke FX. We were suggested and planning to make the smoke more swirly and almost reaching towards the viewer. 

In the following iteration I increased the influence of advection making the smoke more swirly.

Render camera

Side view for reference

In the below, I tweaked the forces even more and adjusted the collision source to be more appropriate in its interaction with the smoke.

Render camera

Side view for reference

To make the smoke simulation more appropriate, I created a vdb of the car for the collision object. The car is divided into many parts to get a high resolution vdb.

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I reduced the buoyancy from the pyro solver under the shape tab, in order for smoke to avoid the impression of exhaustion or burning smoke. 


The swirls of the smoke had to be reduced. So I reduced the amplitude and the swirl scale of the curl noise which advects the particle simulation.


Following are the things I am still figuring out:

i. Having a balance of smoke creating the shape of the car and having swirls.

ii. Making the smoke move with the car.

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