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By Hammer Chen, Kristin Ivanova

In the previous post, we saw how to create a small-scale fire. In this article we are talking about large-scale fires. A large-scale fire can be a ground fire, a wooden house on fire, or maybe fire in an explosion. Let's explore how to create realistic large-scale fire with Phoenix FD.

Fire is very tricky to make in CG. In the previous article, we have introduced the VRayDistanceTex to alleviate artifacts at the fire root. That is, by using a VRayDistance texture to modulate the fire opacity. In this article, we are going to give more tips & tricks for creating convincing fire.



First of all, let's talk about how the fire is emitted. Take a ground fire for example, we can use a simple plane (with shell modifier on top) and vertex paint to mask the fluid source. To avoid getting one big chunk of fire, paint the vertex color with smaller areas. This way we can create a more natural form of the flame.

Secondly, Phoenix FD Turbulence has a great effect on the overall motion of fire. For example, below we compare the dynamics of a flame without Phoenix FD Turbulence and with Phoenix FD Turbulence. See how the flame looks dull without Turbulence.


Fire simulation without & with turbulence


The turbulence we are using here has the following parameters set: size is set to 10.0 m. Since the plane that emits the flame is 3x3 m, we can safely assume when setting up the Phoenix FD Turbulence, that the recommended size is approximately three times the size of the emitting source.

The outgoing velocity of the source is 6 m, and the Phoenix FD Turbulence in this case is 2 m, which is about one-third of the source's. These are some good reference values to set up Phoenix FD Turbulence. The Rate of Change is set to 2, so that the fire changes faster.

This is our source settings. Set the Emit Mode to Source Force and Smoke to 1.0. Enable the Fuel option with value of 1. Outgoing Velocity is set to 6.0m. Temperature is set to 2200.



Let's take a look at the Fuel section. 

First, the fire we create here is fuel-based. The advantage of a fuel-based fire is that we can control the ratio of smoke to fire through the parameters of the Fuel rollout. For example, we can increase the Smoke Threshold to 1.0, so that the smoke doesn't appear too early, and also decrease the Smoke Amount to 0.5, so that there isn't too much smoke. Note that the amount of fire to smoke ratio is also essential for a realistic flame.

Now let's look at the Dynamics settings. A slightly lower value for Gravity is needed to keep the fire from getting too high. Time Scale is set to 0.7  to make the fluid slightly slower, thus aesthetically pleasing. Cooling affects the length of the fire and allows for more color variation (this requires a proper Color Gradient in the Volumetric Shading, which we'll explain later). Smoke Buoyancy is set to 1.0  to separate the fire from the smoke. Randomize is used here to make the fluid simulation a bit more uneven and interesting. We set Conservation Method to PCG, unlike the Direct Smooth + Backtrace method used in the previous small-scale Fire tutorial. This combination is more suitable for large-scale fire simulations.


Next, let's take a look at the Volumetric shading. If we render with the default volumetric shading, as you can see, the details in the highlights are completely over-exposed and the smoke seems too thick.


To solve the problem of overexposure, we adjust the color gradient and curve. The vertical value of the curve is lower at high temperatures and higher at low temperatures, ensuring that the fire details are preserved. The range from low temperature to the highest goes from black to dark red, red and orange. The position of the gradient point in relation to the curve is very critical. Sometimes the point needs to be nudged for an optimal look. The smoothness of the curve and the distance between different colors on the gradient have profound influence on the final appearance of the fire. However, there is no ultimate correct curve/color gradient for fire, all depends on preferences and environments.


Now let's take a closer look to the right half of the curve, that is below zero. This segment contributes greatly to the detail of the fire (indicated by white arrows).


However, sometimes we don't need the details described above, we just want the image overexposed on purpose. For example, in this night scene of a burning car. We move this control point of the curve upward (it was below zero), and at the same time, we increase the Fire Multiplier to 20.0 to produce a convincing fire shading at night time.


Here is the same scene during daytime. Notice the point at the curve below zero. The Fire Multiplier is set to a lower value compared to the night time scene. The curve and the gradient are slightly different from the ground fire settings previously mentioned, so further tweak of the settings is possible depending on different scenarios.


The downside of using Vertex Paint as a mask for Fire/Smoke source: the fire is emitted from the same spot. Here we introduce another technique: using a procedural texture as a mask for the source. The Cellular texture will do the work  and we can animate its Z offset, so we get an animated mask. 


As shown in  the video above, the animated mask makes the fire emit from various places, producing more convincing fire in motion.

The image above is using the same fire settings plus some color correction in Photoshop. 
(3D Model by Lien Ying-Te)

Summary
1. To alleviate the artifact at the fire root, use VRayDistanceTex to modulate the fire opacity.
2. When painting vertex as a source mask, go for many small areas instead of one big chunk.
3. A Turbulence force is good for fire movement.
4. Adjust the fire curve and gradient to retain details in the hottest region.
5. Tailor volumetric settings for different lighting scenarios.
6. Use animated procedural texture as fire/smoke source.

Download
The quickest way of learning is by playing around with the sample scenes. Here we provide few scene files for you to download. Enjoy :)

By Hammer Chen, Kristin Ivanova

We recently introduced the Artillery Explosion tutorial available in Phoenix FD’s documentation. Now, we want to show you a variation of this scene setup - a winter explosion with its proper shading.

This scene is essentially the same as the Artillery Explosion one, except for the smoke color and HDRI lighting. The smoke color is set to light gray in order to get a snowy look. To focus on the shading we also limit the number of bombs to just one.

Since there is a hot explosion at the core, it could make the rendering over-exposed or lose detail in the white smoke volumetric shading.

The good news is Phoenix FD provides a cohort of parameters allowing you to fine-tune the shading. Here we compare some of the useful settings that deal with this issue.


Overall Setup
The scene we use here is modified from the Artillery Explosion scene, except we add one Phoenix FD Turbulence helper and change the color of the smoke. For a step-by-step tutorial of how the Fire / Smoke sources and thinkingParticles are set up, please check out the Artillery Explosion tutorial.

See the screenshot, the color of V_dust_A and V_dust_B are set to light gray. RGB values are (203, 177, 159) and (252, 249, 247) respectively.

When light from the red hot explosion pierces the white smoke, it is very hard to avoid washout with the default settings (shown above). Even if we adjust the exposure in the VFB we still wouldn’t get  balanced exposure in every area of an image.

To overcome this problem, intuitively the first thing we do is to lower the Fire Multiplier in the Volumetric Render Settings of the Simulator. It does alleviate the problem as the parameter is the general multiplier for the fire color's intensity.

Alternatively, while keeping the Fire Multiplier to 1, we can lower down both the Light Power on Self and Light Power on Scene to 0.1. We get similar results.

- Light Power On Self controls the light intensity of the simulator's smoke.
- Light Power On Scene controls the light intensity over all scene objects except for the Phoenix FD Simulator itself.

But if you look more closely: the second option (adjusting the Light Power) gives you more details in the shading. So, we favor lowering the Light Power over the Fire Multiplier.

While keeping both Light Power on Self and Light Power on Scene to 0.1, what else can we do to increase details of our smoke shading? The answer is by adjusting the Physically Based option.This is a realistic model that multiplies the fire intensity by the Black Body Radiation model, which gives strong brightness to the hot parts of the fire. It transitions between an artistic look of the fire,when set to 0 and a realistic physically-based Intensity, when set to 1. In this case, we gave it a value of 0.2.

To further improve the appearance of our smoke, we can apply LUT to our final image. In the V-Ray Frame Buffer you can remap the image colors based on an IRIDAS .cube LUT (Look-Up Table) file. It transforms color input values to output values based on the specific LUT file.

Many LUTs emulate the film process. Film emulation gives you mid-tune control in an image. In this case, I use a LUT file called - 8650 Log from IWLTBAP. You don't have to use this specific LUT file, try any other LUT that works for you. Alternatively, you can achieve similar results by adjusting Levels & Curve in V-Ray Frame Buffer. You might need to sharpen your skill but you will get there.

Be sure to tick the "Save in image" if you want your rendering baked with the LUT. You can also tune down the LUT effect by reducing the weight in the VFB.

As you can see, after applying the LUT color correction, we see more middle tune and more details in the smoke shading.

Summarize
Here are what we do to improve the smoke shading:
- Lower the value of "Light Power on Self and Light Power on Scene"
- Lower the value of Physically Base
- Apply a LUT file to the final image

Final animation


Download
Here is the download link to the 3ds Max scene file. Note, you need Phoenix FD 4 and cebas thinkingParticles 6 to run the scene. The download pack does not include the HDR file (Winter Lake 01) nor the LUT file. However, for the HDRI, you can download it from HDRI Haven.

Enjoy your simulation project with Phoenix FD!
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