Fire FX
DRAGON
9/24/20251 min read
Project Team
Hannah Spillers: Animator
https://www.spillersanimation.com
Mateo Solorzano: Compositor
https://mateosolorzano0989.wixsite.com/mateovfxportfolio
Drew Daly: 3D Track
Houdini Version: 20.5.370
Render Engine: Karma
Naming Convention: DRAG_VERSION#
Location: Gay St New York, New York




To Do
Set up Nuke Script for better visual
Adding background
Full Cache of Fire & Render
Fix lighting noise on render
Fire near the mouth
Stutters at the beginning
Keyframe Vex Code
Detailing and tweaking the pyro shader, focusing on the smoke towards the end
Attention to layout








Current Visualization
Slap Comp Render:
Flipbook with prelim second fire:
Creating Pyro Shader
Between v04 and v05, I focused on the smoke color and density. The original color was much more dark and dense, creating disconnect within the space. I referenced the flame thrower video to match the smoke color as it dissipates. I added more red hues to the smoke to create more depth .
Fire Reference
Tutorial used for Karma set up
Next Steps
Current Notes
First Breath
Smoke look dev, movement, and dissipation
Alternate sim for smoke and layer in comp
Second Breath
A lot more points during source
Fix velocity and add more precise turbulence
Needs to be higher res as it comes closer to the camera
Prelim render into comp for vis
Adding prelim lighting
Use tutorial to implement detailed and higher res fire
Specifically referencing the dissipating smoke and intensity of the fire.
Use for lighting look dev
