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Need help with Wheel Burn Out Smoke

Posted: Wed Sep 11, 2019 1:59 am
by asifbhushan

Hi

Can any one help me with a Wheel/Tyre Burn out using Fusion Particles. I have tried some methods but I am not able to get the wheel rotation feel.

A better ref for what I am looking for is this

Please help me out.

Thanks in advance. :)


Re: Need help with Wheel Burn Out Smoke

Posted: Wed Sep 11, 2019 2:06 am
by ShadowMaker SdR

From what angle are you trying to achieve the look? And do you need to combine it with footage or CGI?
In the reference video you're showing I personally don't see much rotational effect. Can you describe what makes it feel 'rotational' to you?


Re: Need help with Wheel Burn Out Smoke

Posted: Wed Sep 11, 2019 2:21 am
by asifbhushan
ShadowMaker SdR wrote:
Wed Sep 11, 2019 2:06 am

From what angle are you trying to achieve the look? And do you need to combine it with footage or CGI?
In the reference video you're showing I personally don't see much rotational effect. Can you describe what makes it feel 'rotational' to you?

I need to composite on a live footage. Its like a car chase sequence and we need to add burn out smoke from the car wheel.

The rotation i was mentioning is the Rotation of the emitting particles with respect to the car wheel rotation and another layer is the passing smoke that going away from the wheel.


Re: Need help with Wheel Burn Out Smoke

Posted: Wed Sep 11, 2019 2:53 am
by ShadowMaker SdR

Maybe this will get you started?

Code: [Select all] [Expand/Collapse] [Download] (Spinningwheel.setting)
  1. {
  2.     Tools = ordered() {
  3.         pEmitter1 = pEmitter {
  4.             ID = 1,
  5.             Inputs = {
  6.                 Number = Input { Value = 50, },
  7.                 Lifespan = Input { Value = 12, },
  8.                 PositionVariance = Input { Value = 0.0701, },
  9.                 TemporalDistribution = Input { Value = 2, },
  10.                 VelocityControls = Input { Value = 1, },
  11.                 Velocity = Input { Value = 0.031, },
  12.                 InheritVelocity = Input { Value = 0.5, },
  13.                 InheritVelocityVariance = Input { Value = 0.756, },
  14.                 RotationControls = Input { Value = 1, },
  15.                 RotationMode = Input { Value = 1, },
  16.                 RotationZVariance = Input { Value = 5, },
  17.                 SpinControls = Input { Value = 1, },
  18.                 SpinZVariance = Input { Value = 1, },
  19.                 Style = Input { Value = FuID { "ParticleStyleBitmap" }, },
  20.                 ["ParticleStyleBrush.Brush"] = Input {
  21.                     Value = 4,
  22.                     UserString1 = "bullet",
  23.                 },
  24.                 ["ParticleStyleBitmap.Animate"] = Input { Value = 2, },
  25.                 ["ParticleStyleBitmap.Gain"] = Input { Value = 0.05, },
  26.                 ["ParticleStyleBitmap.DropToolsHere"] = Input {
  27.                     SourceOp = "FastNoise1",
  28.                     Source = "Output",
  29.                 },
  30.                 Region = Input { Value = FuID { "CubeRgn" }, },
  31.                 ["SphereRgn.Size"] = Input { Value = 0.071896491776617, },
  32.                 ["ParticleStyle.ColorControls"] = Input { Value = 1, },
  33.                 ["ParticleStyle.ColorOverLifeControls"] = Input { Value = 1, },
  34.                 ["ParticleStyle.ColorOverLife"] = Input {
  35.                     Value = Gradient {
  36.                         Colors = {
  37.                             [0] = { 0.913, 0.874654, 0.874654, 0.535 }
  38.                         }
  39.                     },
  40.                 },
  41.                 ["ParticleStyle.SizeControls"] = Input { Value = 1, },
  42.                 ["ParticleStyle.Size"] = Input { Value = 0.25, },
  43.                 ["ParticleStyle.SizeVariance"] = Input { Value = 0.25, },
  44.                 ["ParticleStyle.SizeOverLife"] = Input {
  45.                     SourceOp = "pEmitter1SizeOverLife",
  46.                     Source = "Value",
  47.                 },
  48.                 ["ParticleStyle.FadeControls"] = Input { Value = 1, },
  49.                 ["ParticleStyle.FadeIn"] = Input { Value = 0.1, },
  50.                 ["ParticleStyle.FadeOut"] = Input { Value = 0.25, },
  51.                 ["ParticleStyle.MergeControls"] = Input { Value = 1, },
  52.                 ["ParticleStyle.BlurOverLife"] = Input {
  53.                     SourceOp = "pEmitter1BlurOverLife2D",
  54.                     Source = "Value",
  55.                 },
  56.                 ["CubeRgn.Width"] = Input { Value = 0.01, },
  57.                 ["CubeRgn.Height"] = Input { Value = 0.01, },
  58.                 ["CubeRgn.Depth"] = Input { Value = 0.01, },
  59.                 ["CubeRgn.Translate.X"] = Input {
  60.                     Value = -0.123208091837731,
  61.                     Expression = "sin(time)/5",
  62.                 },
  63.                 ["CubeRgn.Translate.Y"] = Input {
  64.                     Value = 0.157542902428847,
  65.                     Expression = "cos(time)/5",
  66.                 },
  67.                 ["CubeRgn.Rotate.X"] = Input { Value = 10.4, },
  68.                 ["CubeRgn.Rotate.Z"] = Input {
  69.                     Value = 1500,
  70.                     Expression = "time*12",
  71.                 },
  72.                 ["CubeRgn.Pivot.Y"] = Input { Value = 0.1, },
  73.             },
  74.             ViewInfo = OperatorInfo { Pos = { 275, 16.5 } },
  75.         },
  76.         pEmitter1SizeOverLife = LUTBezier {
  77.             KeyColorSplines = {
  78.                 [0] = {
  79.                     [0] = { 0.5, RH = { 0.333333333333333, 0.630208333333333 }, Flags = { Linear = true } },
  80.                     [1] = { 0.890625, LH = { 0.666666666666667, 0.760416666666667 }, Flags = { Linear = true } }
  81.                 }
  82.             },
  83.             SplineColor = { Red = 192, Green = 128, Blue = 64 },
  84.             NameSet = true,
  85.         },
  86.         pEmitter1BlurOverLife2D = LUTBezier {
  87.             KeyColorSplines = {
  88.                 [0] = {
  89.                     [0] = { 0.5, RH = { 0.3, 0.5 }, Flags = { Linear = true } },
  90.                     [1] = { 0.5, LH = { 0.7, 0.5 }, Flags = { Linear = true } }
  91.                 }
  92.             },
  93.             SplineColor = { Red = 192, Green = 128, Blue = 64 },
  94.             NameSet = true,
  95.         },
  96.         pDirectionalForce1 = pDirectionalForce {
  97.             ID = 10,
  98.             Inputs = {
  99.                 Strength = Input { Value = 5, },
  100.                 Direction = Input { Value = -193, },
  101.                 Input = Input {
  102.                     SourceOp = "pEmitter1",
  103.                     Source = "Output",
  104.                 },
  105.                 Probability = Input { Value = 0.5, },
  106.             },
  107.             ViewInfo = OperatorInfo { Pos = { 385, 16.5 } },
  108.         },
  109.         Ellipse1 = EllipseMask {
  110.             Inputs = {
  111.                 Filter = Input { Value = FuID { "Fast Gaussian" }, },
  112.                 SoftEdge = Input { Value = 0.189, },
  113.                 MaskWidth = Input { Value = 1920, },
  114.                 MaskHeight = Input { Value = 1080, },
  115.                 PixelAspect = Input { Value = { 1, 1 }, },
  116.                 ClippingMode = Input { Value = FuID { "None" }, },
  117.                 Width = Input { Value = 0.551224334188507, },
  118.                 Height = Input { Value = 0.551224334188507, },
  119.             },
  120.             ViewInfo = OperatorInfo { Pos = { 220, 49.5 } },
  121.         },
  122.         FastNoise1 = FastNoise {
  123.             Inputs = {
  124.                 GlobalOut = Input { Value = 125, },
  125.                 Width = Input { Value = 512, },
  126.                 Height = Input { Value = 512, },
  127.                 ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
  128.                 Detail = Input { Value = 0.5, },
  129.                 Contrast = Input { Value = 2.14, },
  130.                 XScale = Input { Value = 2.52, },
  131.                 SeetheRate = Input { Value = 0.921, },
  132.                 Color2Alpha = Input { Value = 0.465, },
  133.                 EffectMask = Input {
  134.                     SourceOp = "Ellipse1",
  135.                     Source = "Mask",
  136.                 },
  137.             },
  138.             ViewInfo = OperatorInfo { Pos = { 330, 115.5 } },
  139.         },
  140.         pRender1 = pRender {
  141.             CtrlWZoom = false,
  142.             Inputs = {
  143.                 _MotionBlurWarning = Input { Disabled = true, },
  144.                 GlobalOut = Input { Value = 125, },
  145.                 Width = Input { Value = 1920, },
  146.                 Height = Input { Value = 1080, },
  147.                 ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
  148.                 OutputMode = Input { Value = FuID { "TwoD" }, },
  149.                 SubFrameCalculationAccuracy = Input { Value = 10, },
  150.                 ["MaterialID.MaterialID"] = Input { Value = 1, },
  151.                 ["ObjectID.ObjectID"] = Input { Value = 1, },
  152.                 Translation = Input { Value = 1, },
  153.                 ["Translate.X"] = Input { Value = 2.711, },
  154.                 ["Translate.Z"] = Input { Value = 5.857, },
  155.                 Input = Input {
  156.                     SourceOp = "pDirectionalForce1",
  157.                     Source = "Output",
  158.                 },
  159.             },
  160.             ViewInfo = OperatorInfo { Pos = { 715, 16.5 } },
  161.         }
  162.     }
  163. }

Re: Need help with Wheel Burn Out Smoke

Posted: Wed Sep 11, 2019 3:18 am
by asifbhushan
ShadowMaker SdR wrote:
Wed Sep 11, 2019 2:53 am

Maybe this will get you started?

Code: [Select all] [Expand/Collapse] [Download] (Spinningwheel.setting)
  1. {
  2.     Tools = ordered() {
  3.         pEmitter1 = pEmitter {
  4.             ID = 1,
  5.             Inputs = {
  6.                 Number = Input { Value = 50, },
  7.                 Lifespan = Input { Value = 12, },
  8.                 PositionVariance = Input { Value = 0.0701, },
  9.                 TemporalDistribution = Input { Value = 2, },
  10.                 VelocityControls = Input { Value = 1, },
  11.                 Velocity = Input { Value = 0.031, },
  12.                 InheritVelocity = Input { Value = 0.5, },
  13.                 InheritVelocityVariance = Input { Value = 0.756, },
  14.                 RotationControls = Input { Value = 1, },
  15.                 RotationMode = Input { Value = 1, },
  16.                 RotationZVariance = Input { Value = 5, },
  17.                 SpinControls = Input { Value = 1, },
  18.                 SpinZVariance = Input { Value = 1, },
  19.                 Style = Input { Value = FuID { "ParticleStyleBitmap" }, },
  20.                 ["ParticleStyleBrush.Brush"] = Input {
  21.                     Value = 4,
  22.                     UserString1 = "bullet",
  23.                 },
  24.                 ["ParticleStyleBitmap.Animate"] = Input { Value = 2, },
  25.                 ["ParticleStyleBitmap.Gain"] = Input { Value = 0.05, },
  26.                 ["ParticleStyleBitmap.DropToolsHere"] = Input {
  27.                     SourceOp = "FastNoise1",
  28.                     Source = "Output",
  29.                 },
  30.                 Region = Input { Value = FuID { "CubeRgn" }, },
  31.                 ["SphereRgn.Size"] = Input { Value = 0.071896491776617, },
  32.                 ["ParticleStyle.ColorControls"] = Input { Value = 1, },
  33.                 ["ParticleStyle.ColorOverLifeControls"] = Input { Value = 1, },
  34.                 ["ParticleStyle.ColorOverLife"] = Input {
  35.                     Value = Gradient {
  36.                         Colors = {
  37.                             [0] = { 0.913, 0.874654, 0.874654, 0.535 }
  38.                         }
  39.                     },
  40.                 },
  41.                 ["ParticleStyle.SizeControls"] = Input { Value = 1, },
  42.                 ["ParticleStyle.Size"] = Input { Value = 0.25, },
  43.                 ["ParticleStyle.SizeVariance"] = Input { Value = 0.25, },
  44.                 ["ParticleStyle.SizeOverLife"] = Input {
  45.                     SourceOp = "pEmitter1SizeOverLife",
  46.                     Source = "Value",
  47.                 },
  48.                 ["ParticleStyle.FadeControls"] = Input { Value = 1, },
  49.                 ["ParticleStyle.FadeIn"] = Input { Value = 0.1, },
  50.                 ["ParticleStyle.FadeOut"] = Input { Value = 0.25, },
  51.                 ["ParticleStyle.MergeControls"] = Input { Value = 1, },
  52.                 ["ParticleStyle.BlurOverLife"] = Input {
  53.                     SourceOp = "pEmitter1BlurOverLife2D",
  54.                     Source = "Value",
  55.                 },
  56.                 ["CubeRgn.Width"] = Input { Value = 0.01, },
  57.                 ["CubeRgn.Height"] = Input { Value = 0.01, },
  58.                 ["CubeRgn.Depth"] = Input { Value = 0.01, },
  59.                 ["CubeRgn.Translate.X"] = Input {
  60.                     Value = -0.123208091837731,
  61.                     Expression = "sin(time)/5",
  62.                 },
  63.                 ["CubeRgn.Translate.Y"] = Input {
  64.                     Value = 0.157542902428847,
  65.                     Expression = "cos(time)/5",
  66.                 },
  67.                 ["CubeRgn.Rotate.X"] = Input { Value = 10.4, },
  68.                 ["CubeRgn.Rotate.Z"] = Input {
  69.                     Value = 1500,
  70.                     Expression = "time*12",
  71.                 },
  72.                 ["CubeRgn.Pivot.Y"] = Input { Value = 0.1, },
  73.             },
  74.             ViewInfo = OperatorInfo { Pos = { 275, 16.5 } },
  75.         },
  76.         pEmitter1SizeOverLife = LUTBezier {
  77.             KeyColorSplines = {
  78.                 [0] = {
  79.                     [0] = { 0.5, RH = { 0.333333333333333, 0.630208333333333 }, Flags = { Linear = true } },
  80.                     [1] = { 0.890625, LH = { 0.666666666666667, 0.760416666666667 }, Flags = { Linear = true } }
  81.                 }
  82.             },
  83.             SplineColor = { Red = 192, Green = 128, Blue = 64 },
  84.             NameSet = true,
  85.         },
  86.         pEmitter1BlurOverLife2D = LUTBezier {
  87.             KeyColorSplines = {
  88.                 [0] = {
  89.                     [0] = { 0.5, RH = { 0.3, 0.5 }, Flags = { Linear = true } },
  90.                     [1] = { 0.5, LH = { 0.7, 0.5 }, Flags = { Linear = true } }
  91.                 }
  92.             },
  93.             SplineColor = { Red = 192, Green = 128, Blue = 64 },
  94.             NameSet = true,
  95.         },
  96.         pDirectionalForce1 = pDirectionalForce {
  97.             ID = 10,
  98.             Inputs = {
  99.                 Strength = Input { Value = 5, },
  100.                 Direction = Input { Value = -193, },
  101.                 Input = Input {
  102.                     SourceOp = "pEmitter1",
  103.                     Source = "Output",
  104.                 },
  105.                 Probability = Input { Value = 0.5, },
  106.             },
  107.             ViewInfo = OperatorInfo { Pos = { 385, 16.5 } },
  108.         },
  109.         Ellipse1 = EllipseMask {
  110.             Inputs = {
  111.                 Filter = Input { Value = FuID { "Fast Gaussian" }, },
  112.                 SoftEdge = Input { Value = 0.189, },
  113.                 MaskWidth = Input { Value = 1920, },
  114.                 MaskHeight = Input { Value = 1080, },
  115.                 PixelAspect = Input { Value = { 1, 1 }, },
  116.                 ClippingMode = Input { Value = FuID { "None" }, },
  117.                 Width = Input { Value = 0.551224334188507, },
  118.                 Height = Input { Value = 0.551224334188507, },
  119.             },
  120.             ViewInfo = OperatorInfo { Pos = { 220, 49.5 } },
  121.         },
  122.         FastNoise1 = FastNoise {
  123.             Inputs = {
  124.                 GlobalOut = Input { Value = 125, },
  125.                 Width = Input { Value = 512, },
  126.                 Height = Input { Value = 512, },
  127.                 ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
  128.                 Detail = Input { Value = 0.5, },
  129.                 Contrast = Input { Value = 2.14, },
  130.                 XScale = Input { Value = 2.52, },
  131.                 SeetheRate = Input { Value = 0.921, },
  132.                 Color2Alpha = Input { Value = 0.465, },
  133.                 EffectMask = Input {
  134.                     SourceOp = "Ellipse1",
  135.                     Source = "Mask",
  136.                 },
  137.             },
  138.             ViewInfo = OperatorInfo { Pos = { 330, 115.5 } },
  139.         },
  140.         pRender1 = pRender {
  141.             CtrlWZoom = false,
  142.             Inputs = {
  143.                 _MotionBlurWarning = Input { Disabled = true, },
  144.                 GlobalOut = Input { Value = 125, },
  145.                 Width = Input { Value = 1920, },
  146.                 Height = Input { Value = 1080, },
  147.                 ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
  148.                 OutputMode = Input { Value = FuID { "TwoD" }, },
  149.                 SubFrameCalculationAccuracy = Input { Value = 10, },
  150.                 ["MaterialID.MaterialID"] = Input { Value = 1, },
  151.                 ["ObjectID.ObjectID"] = Input { Value = 1, },
  152.                 Translation = Input { Value = 1, },
  153.                 ["Translate.X"] = Input { Value = 2.711, },
  154.                 ["Translate.Z"] = Input { Value = 5.857, },
  155.                 Input = Input {
  156.                     SourceOp = "pDirectionalForce1",
  157.                     Source = "Output",
  158.                 },
  159.             },
  160.             ViewInfo = OperatorInfo { Pos = { 715, 16.5 } },
  161.         }
  162.     }
  163. }

Not working out :( . Need something with particles.... Whatever I do, its looking fake.


Re: Need help with Wheel Burn Out Smoke

Posted: Wed Sep 11, 2019 4:03 am
by ShadowMaker SdR

The example I copy/pasted are particles. It wasn't meant as a complete solution, since I don't know your footage.


Re: Need help with Wheel Burn Out Smoke

Posted: Wed Sep 18, 2019 1:04 pm
by MelbFilm

Personally I would look at something like FumeFX to do this, I would think there is no way you can get a good result for this in comp.