Simulated using Houdini 18's new sparse pyro solver. Fire shader has remapped fields and custom RGB ramps. Meshed VDB used to create an Arnold Mesh Light to be used by the compositor.

Rendered in Arnold (htoa)

Responsible for fire and smoke simulation, fire and smoke shader, burn map, light from fire. Additional thanks to Kiersten Yahn for lighting and Maxwell Austin for compositing.

New York, NY | United States

FX Artist at Blacksmith VFX



COMMENTS

  • Websemtex2020 4 years, 1 month ago  | 

    Kushal you did great

  • kushdas 4 years, 1 month ago  | 

    Thank you, appreciate the kind words!

  • Erik Ws 4 years, 1 month ago  | 

    That is amazing work , what is total size of simulation on disk ?>

    • kushdas 4 years, 1 month ago  | 

      Thanks Erik! The total cache size came out to 266 GB

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