NO MORE LONG & BORING TUTORIALS (that no one finishes)
THIS COURSE WILL GIVE YOU:
10 LESSONS & ALL PROJECT FILES INCLUDED
LESSON 01: Compressed Air
New to Phoenix FD? I got you. We go over the basics in this first warm-up lesson. We create a simple particle flow to drive our compressed air simulation. I go over the basic Phoenix Fire & Smoke Source settings and the main simulation grid settings, such as dissipation, vorticity, buoyancy, & volumetric rendering settings.
LESSON 02: Engine Burn
Learn how to setup this fire effect, which can be easily modified for all sorts of interesting uses, such as a jet afterburn, a torch, or any high-velocity fire. We go over the technique of using temperature to render as fire, and parameters like 'cooling' to make the fire dissipate almost immediately.
LESSON 03: Supersonic Boom
Use a gradient ramp map as an emission map for our smoke simulation around a cylindrical smoke shape without any sharp edges.
LESSON 04: Freezing Liquid Oxygen
Use multiple noise maps to drive a randomized smoke simulation, with various areas of the rocket's body emitting more smoke than others, at various intensities. Set up a heavy smoke simulation which dissipates quickly & add a wind force for a final effect.
LESSON 05: Main Rocket Launch Smoke
Here I'm using particles generated by Particle Flow to drive a large scale smoke sim. We go over the massive vorticity settings to achieve a large-scale look with details in the plumes. Learn how to use adaptive grid to have the grid expand as the smoke grows larger. Learn proper workflow of splitting the entire rocket launch into separate FX elements for a more manageable workflow. Adjust smoke settings such as opacity and color in the volumetric settings.
LESSON 06: Secondary Launch Smoke
In this lesson we add an omni-directional smoke wave which occurs when the rocket starts rising up and the engine burn hits the launch pad to create a large smoke plume going in all directions.
LESSON 07: Water Deluge Simulation
Use the liquid source and liquid simulation grid to setup a large-scale water simulation of the Deluge system, which protects the launch pad from the immense heat generated by the rocket engine. Learn how to properly setup splash & mist for a waterfall-style simulation of droplets which are dragged by air effects and behave realistically. We also go over the particle shader and optimizing our resolution & simulation settings to create a scene that looks good but doesn't take forever to render out.
LESSON 08: Booster Landing Ground Fire
Learn how to tell our Particle Flow particles to interact with the ground using a Collision helper & a secondary flow to create fire that spreads out along the ground surface as the rocket makes its approach.
LESSON 09: Landing Firewave
In this lesson we set up this fire wave from scratch & go over the fire volumetric rendering settings.
LESSON 10: Landing Smokewave
In the last lesson, we setup the main smoke wave which occurs when the booster lands & have it blow away from the frame to reveal the rocket. Here we go over Phoenix settings such as motion velocity to tell our smoke to take on the speed of the particles, which is essential for a nice shockwave-style effect.
"Jesse is our Phoenix FD hero. We highly encourage you to check out his tutorials"
- Chaos Group, Creators of Phoenix FD & Vray
New BONUS lessons & modules will be added to this course in the next few weeks. Be sure to get in while it's still completely free!
"Jesse teaches how to create liquid and smoke simulations in ways I didn’t think was possible. And for a beginner like me they were so easy to follow. I could start implementing what I learned in my work immediately and was able to wow my friends and take client work to that next level like I wanted to. "
- Genesis Williams, 3D Artist
"Jesse is doing an absolutely outstanding job teaching all aspects of Phoenix FD"
- Svetlin Nikolov, Lead Phoenix FD Developer, Chaos Group
"Jesse's straight to the point/relevant explanations are easy to follow. The client was amazed by the simulations and has led to more projects and better portfolio material. Thanks Jesse!"
- Jimm Wagner, 3D Artist