Avg. Render Time: 30 min/frame (10 min smoke, 20 min background)
Resolution: 1920 X 1080
Number of Lights: 3
To reduce my render times while also increasing detail, I create render layers with the smoke and the background.
Since the weekend, I adjusted the camera angle and reduced the density of the smoke on the ends:
Original
New
May 24, 2025
Fixed Camera Angle:
Feedback from Professor Fowler:
Tilt camera to match reference better
Start at a later frame
Use a ramp to reduce density at bottom
Render Test #3:
I increased the resolution of the smoke for this render as well as the density in the Karma pyro shader. I still have to work more on the background. For the final, I plan to render out more frames.
Karma Pyro Shader:
May 20, 2025
Feedback from Professor Fowler:
Increase detail in the smoke
Increase density in smoke (in shader)
Composite wispy smoke over regular smoke
Render Test #2:
I found that using microsolvers was giving me more control on the shape of the smoke,
I still need to increase the resolution of the smoke, density, and make it a little more string-like
Pyro Post Process Node To Reduce Size
Render Test #1:
Comparing this to my reference, the smoke needs to be much denser
I also need to make my smoke much more wispy
I also need to increase the resolution of the smoke
Background/Look Dev Reference
Wispy Smoke Test #2:
There is still lots of banding here that needs to be fixed
I also need to fix the interaction with the colliders, since it goes through the cup
Advect points to smoke for wispy, thin smoke
Inside SOP Solver
Wispy Smoke Test #1:
When caching, the file would crash about 30 frames in, so I reduced the number of points and increased the pscale
Didn’t give me the result I wanted
Cleaned up by using pyro post process node to reduce cache size
Helped me increase my point count
This version is above
May 19, 2025
By Wednesday, May 21st, I plan to get these things done:
Figure out the wispy smoke caching issue
Refine the current smoke effect
Do a test render
May 18, 2025
I created regular smoke as well as thinner, more wispy smoke. I plan to combine the two to achieve the effect in my reference.
I switched from using the pyro sop solver to the DOP Network. I also added in a ground plane collider.
I increased the amplitude on the animated noise on my emitter .
While I will continue using my original reference for the smoke, I plan to use the video above is for look-dev and lighting reference.
May 12, 2025
Over the weekend, I started my set up with the billowy smoke shelf tool and replaced the source geometry with one that is closer to the shape of the glass.
Adding a Collider
At first, the smoke was going through the glass when I added it in as a collider, but Professor Fowler shared a breakdown PDF of a previous student with a similar project. They faced a similar issue as I did because the glass geometry was too thin. I used a peak node to increase the thickness of the collider and started to get better results!
I used wind to make the smoke go downwards and wrap around the top of the cup, but I still need to continue working a lot more on the shape. I also would like to try out the method for creating cigarette smoke that Professor Fowler suggested I look at here: https://pepefx.blogspot.com/2022/01/cigarette-smoke-part-3.html