Jump to content
luke046

Pyro beat

Recommended Posts

Hello all,

I've been doing some CHOPs n pyro test lately. Combining audio with animations is quite an interesting field I think. Also been playing with the pyro shader for different looks, appreciate any thoughts for improvements. My machine is a 2010 macbook pro, so a bit limited. Here's a test with pyro and CHOPs:

And a older one with particles:

Cheers!

  • Like 2

Share this post


Link to post
Share on other sites

Hi Jeff,

I'm actually rendering a few more seconds but it's the heaviest part(15-25min/frame) so it will take a while.

Share this post


Link to post
Share on other sites

great job Lukas. It´s inspiring.

I´m just wondering what you will do for your next demo reel....editing the music as well? :)

Share this post


Link to post
Share on other sites

Thanks Javier! nice to hear.

Ha yes I haven't thought about that.. But your right maybe I have to start editing the music now too :/

Share this post


Link to post
Share on other sites

thanks guys! :) Hm might do a hires version with some shader improvements

Share this post


Link to post
Share on other sites

Hi,

I’ve done some more CHOPs driven pyro, but with RBDs as well. Thought I share it here, and any ideas for improvements is highly appreciated (specially on pyro shading/comp in Nuke). Still rendering this on my laptop so a bit limited but trying to optimize for decent renders/time.

Fireballs

https://vimeo.com/67566626

Some pyro shading and mixing color test.

Painting

https://vimeo.com/67820300

Here I’ve done a similar example to this fumefx test: https://vimeo.com/65370346, but also from geometry. Maybe this could be useful for example to art direct a colourful smoke from a mood board or so.

Stones

https://vimeo.com/68041804

And here I use same technique as Painting but emitting from a cracked object. Also pushes the smoke with the velocity from RBD.

Rumble

With this one I thought would be interesting to use lyrics from a song with the counter and beat from CHOPs.

Heart

This is the latest one. Here I use one geometry to keep it a constant look, but a counter switches between RBD sims to generate different cracks on the beat. I also added debris pieces flying around with the velocity field.

Cheers!

Edited by luke046

Share this post


Link to post
Share on other sites

Hey thanks guys! Hm here's a similar one but with FLIP instead:

Edited by luke046

Share this post


Link to post
Share on other sites

Great work :),

I was wondering, is the animation dependent on just the amplitude/volume of the music, or also on the pitch?

I'm trying to set up some basics for visualizing audio now, but every time I change the pitch range, or change the pitch resolution,

I have to rename all my CHOP channels manually again.

Share this post


Link to post
Share on other sites

Thanks man, glad you like it!

Here the animation are based on the amplitude off the two channels, and a counter with a threshold on the amplitude. Be interesting to take out even more sound attributes like the pitch, but I think in my case it can get a bit unclear if to much going on already.

Not familiar with that issue, but I try to have the final audio ready before I import to CHOPs. Maybe in your case you need to fix that in CHOPs though.

Share this post


Link to post
Share on other sites

Well it was not really an issue, more of a feature I thought was missing, but I solved it using this:

http://vimeo.com/6930470

The problem with the approach I had earlier, is that I found it not "procedural" enough :P, but that is fixed now

Share this post


Link to post
Share on other sites

Ah, good you sorted it out. Yeah his tutorials are really great, hope you're audio viz turns out cool!

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×