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

https://drewdalyvfx.com


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

9/24/25