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Volcanic eruption
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Volcanic eruption

GUIBERT Jordan
by jordanguibert on 16 Jul 2023

Here is a new personal project where I wanted to create a volcanic eruption based on the Krakatoa eruption.

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                                                                             Final Shot

                                                             Compositing Breakdown

                                                                    Step 1 - References

References: I started by looking for volcano references. I settled on Krakatoa because I liked the atmosphere it gave off in the half-light. I then went through each stage of the eruption, illustrated with references.

                                                                   Step 2 - Network View

 Setting up the systems for the effects: I set up the systems needed to achieve the desired effects.

                                                           Step 2 - Parameters Tests

To understand how each parameter worked for the main smoke, I made a lot of playblasts and adjusted a custom solver according to the shape I wanted to give to the main smoke.

                                                    Step 2 - Custom Main Smoke Solver

Then, I made a custom solver for the wind, as Houdini’s pop wind didn’t allow me to obtain the desired result of a precise wind value as a function of smoke density.

                                                                           Step 2 - Lava

For the particles, I started from the same source as the smoke and then for the lava, I used the particle simulations and displayed the points that were defined as “hit” which had therefore touched the volcano and then added a replicate point for this lava effect which works by far. This allows me to use the same system as the particles and not have to make an additional simulation.

For the lava smoke, I used the same custom solver as for the main smoke, but I modified some values, notably the time to emission.

                                                                 Step 3 - Solaris View

Render: In this project, I wanted to learn more about the LOP context in Houdini. Of course, I have a lot to learn, but it was a kind of introduction just to set up my scene and render it with Karma. I also experimented with the ACES Houdini -> Nuke workflow to get the widest possible color rendering range for my render and not lose any details.

Additional Information:

I’ve also learned a little bit about heightfields in Houdini to create the mountain and then exported the geometry with a Udims technique inside of Houdini using some scattered points and attribute color. To train myself in the world of studio work, I’ve decided to write a step-by-step board of everything I changed and made in my projects.


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