- As noted in the previous post, time-remapping to make the animation slower does not work well with particle systems, probably because baking is not done for fractional frames. A similar issue is discussed here.
- A gotcha for me was that the keyframes for the rocket animation were not visible in the timeline, but some other keyframes, like the camera field of view animation which I had added, were visible.
So, dragging these keyframes to newer locations further along the timeline was not enough - I had to go to graph editor, and make sure the filters had "Show hidden"
and then the keyframes (after 1000 frames) were visible. - More notes and links to tutorial video timestamps below,
Need to tweak both
Smoke Domain physics tab and
Emitter (circle) physics tab
Also maybe wind speed
(I did not change these, so now the rocket exhaust is almost twice as violent as in the previous version.)
Emitter
Density 5
Fuel 2
Initial velocity -12
Smoke domain settings -
resolution divisions to 128 to reset smoke domain
In replay, can see rendered view smoke
Bake all is in Smoke Domain physics tab.
Can go to shading node editor -> World and add a background, default is white
Nishita sky texture, elevation 3 degrees for dusk look
Sun rotation 62 to light up rocket by sun
Adding HDRI and adjusting
(Before the final render, I made the sky darker with
Shader view -> World -> HSV dialled Value to 0.5 )
Shift click on to-be parent, Ctrl P to make it parent.
Ctrl J to join the 3 cylinders of LVM3 - M4 to make a single object.
To pack blender file to make it portable,
File->External data->Automatically pack into .blend
Getting rid of unwanted assets:
Outliner -> orphan data
Also deleted grass etc.
GPU - make sure both CUDA and the device are selected!
For tile size, see
under Performance, Memory, Tile Size. Only for memory's sake, so we need not bother about tiling for our renders.
On a Mac at Studio, renders a frame in around 26 seconds with CPU and 18 seconds with GPU. So maybe 5 hours to render 1000 frames, as against a couple of days on my i5 machine without GPU.
Sheep-It distributed free rendering - leaving the machine on and connected for around 4 hours earned 1600 points. There are some caveats to using baked particle systems as mentioned in their FAQ (Does SheepIt support fluids?), need to zip the folder and make sure it is less than 750 MB, but non-particle renders should be do-able. With the 1600 points as noted, my project was halfway up the queue, and started rendering after a 5 minute or so wait. Or maybe the wait was shorter, just needed to go to the Projects page to see an update. 100 frames done on 5 minutes, which on my machine would have taken 5 hours or so. But the "shephering" server might have been busy, so the last frame was shown as "in progress" for a long time - 10 minutes or so. But since we get an email when the project is done, actually no need to sweat.
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