BURNING CAR


SOP Pyro Solver, Microsolvers

SOP Pyro Solver

A brief exercise to explore the pyro SOP solver and to identify any shortcomings over the tradition DOP solver.

The saying “garbage in, garbage out” is particularly prevalent in pyro sims. For this exercise I didn’t spend too long breaking out the the various emission sources relevant to their material (fuel) type, I simply used the seats as the primary emission source.

To allow for easier control, I broke the fire out into 3 main sections: the main cabin fire, the engine bay, and smaller auxiliary fires like the melted tyres.

From reference, the main fire is generally present in the cabin, with the engine quickly burning through it’s fuel and left smouldering. Although I could have manipulated attributes such as temperature and run a single solver, I decided to use a separate sim on the engine bay and have the main fire interact by advect the smoke, pulling it in as the hot air rises.

The simulation times were very fast and it was easy to wedge out multiple attributes to shape and craft the final look.

The result is by no means a physically, but demonstrates how quickly you can get a fire up and running with the SOP solver. Although I usually find breaking things down into multiple nodes is more readable, the Pyro SOP’s tabs are clearly laid out and not too overwhelming.

  • Add reference images
  • studio header and perhaps night time live plate comp render

Client: Internal RnD
Date: Mar 2023
Role: FX, Compositor