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Pyro + Dynamic Burn Map

A POP simulation emitting from the center of the dragon’s mouth was used to create a fuel source for the pyro sim. Collision sources were
created for the wood and dragon objects. Embers were created by advecting particles through the completed pyro simulation. The burn map was created dynamically based on the position of the flames in comparison to the collision object. All lighting, rendering, and shading was done in Redshift for Houdini.
Dragon model courtesy of the Stanford University Computer Graphics, wood block model and maps courtesy of CG Trader

Houdini Pyro in Redshift with Dynamic Burn Map

Fire-breathing dragon breakdown (Houdini pyro in Redshift)