Houdini Flamethrower | Arnold | Sparse Pyro Solver
After watching the trailer of "How I Became a Superhero", I tried the flamethrower. Although I didn't go for the exact look, Here is my take on a more general, simplified version of the Flamethrower.
For the simulation, I have used Houdini. The initial plan was to have a lot of smoke with the flame but System Constraints! I have to cut the smoke. For the parameter around 800 Million Voxels on each grid at 0.05 grid separation. Simulation time wasn't that bad around 6-7 hours. Render I tried with Mantra but it was too slow, so gone with Arnold. Around 6 min with CPU, 3-4 min with GPU for the Pyro.
The Light Pass took a while, so I have used heavy Denoise using Optix & Noice. Compositing is done on Nuke, I have used ACES Color to get a better detail out of the Fire.
The characters and animation are from Adobe Mixamo, Gun I downloaded online, HDRi form hdrihaven.
Important
This product does not feature a video tutorial.
My products don't include filecache & renders mainly because its always a lot of disk space and I don't store them for long, so you will need to run the sim(s) & render it. This product is sold as is, it doesn't include support after the purchase.
Complete Houdini File, Nuke Comp File, HDRI Maps, Assets, No Caches, No Renders