@@blendercinematic by the way, there is a problem I'm facing in which the smoke isnt behind the wheels its all over the place like a big cloud engulfing the car. Do you know if theres a way to reduce the smoke properties?
I have tried to follow your tutorial step by step. In my case instead of smoke I mean to spray water from a wet road, and instead of skid marks I mean to use the dynamic paint to make the tyres dry the road. Alas I must be doing something wrong as in cycles it only renders the result of one tyre... Any advice will be much appreciated. I'm using blender 3.5...
@@blendercinematic that was it! Thank you! Now I'll start working on making smoke into water haze, like the one that you see behind f1 cars on wet roads...
I feel like I'm missing something here, because I cannot seem to see the tire smoke when rendering it. I don't know if skipping the skid marks changes it and messes it up, so any help would be nice :D (Blender 3.5)
Please check if smoke material has been added to the domain. I used khaos smoke material but simple principled volume with density attribute should work.
Thanks for the great tutorial. But there's an issue which I'm unable to resolve. So, I baked the smoke sim in openvdb file and when I import it back, the location of the imported openvdb file seems to be shifted to somewhere else and no matter what, I'm unable to align it with the car's tires. I have applied scale, location and rotation of the smoke domain before baking the smoke. Can you help me how to fix this? (Blender 3.5)
Thank you! I haven't seen this issue but then I never re-imported openvdb sequence into another blend file. If I find a solution for this, I'll update in the comments here.
@@blendercinematic I did. First I selected every part of the car (doors, bumber, window etc), then I joined them (Ctrl + J), then enabled the Fluid -> Effector and Collision.
Thanks for the feedback. I agree. This was created about 2 years ago while I was still researching how to create slow motion drift effects. There are quite a few things I would do differently now such as animating smoke emitter densities, dissolve the smoke slower among other things to improve photo-realism.
This was very helpful!
Thank you!
@@blendercinematic by the way, there is a problem I'm facing in which the smoke isnt behind the wheels its all over the place like a big cloud engulfing the car. Do you know if theres a way to reduce the smoke properties?
Excellent Video 🙌
Thank you!
Woow, great work!!! Keep going👏👏
Thank you so much! 🙂
The smoke is visible in viewport but not in material view or render
add a smoke material to the smoke. add a principled volume with density, or maybe look some materials up online
I have tried to follow your tutorial step by step. In my case instead of smoke I mean to spray water from a wet road, and instead of skid marks I mean to use the dynamic paint to make the tyres dry the road. Alas I must be doing something wrong as in cycles it only renders the result of one tyre... Any advice will be much appreciated. I'm using blender 3.5...
Nice idea! Before rendering, please check if the dynamic paint maps are baked with 4 tire marks or just 1 tire mark?
@@blendercinematic that was it! Thank you! Now I'll start working on making smoke into water haze, like the one that you see behind f1 cars on wet roads...
I feel like I'm missing something here, because I cannot seem to see the tire smoke when rendering it. I don't know if skipping the skid marks changes it and messes it up, so any help would be nice :D (Blender 3.5)
Please check if smoke material has been added to the domain. I used khaos smoke material but simple principled volume with density attribute should work.
Thanks for the great tutorial. But there's an issue which I'm unable to resolve. So, I baked the smoke sim in openvdb file and when I import it back, the location of the imported openvdb file seems to be shifted to somewhere else and no matter what, I'm unable to align it with the car's tires. I have applied scale, location and rotation of the smoke domain before baking the smoke. Can you help me how to fix this? (Blender 3.5)
Thank you! I haven't seen this issue but then I never re-imported openvdb sequence into another blend file. If I find a solution for this, I'll update in the comments here.
Hello. Can i use dynamin paint on a shadow catcher plane?
I haven’t tried it yet.
Hey, I can't seem the collider to work. Any tips?
To use car body as collider, we need to enable it as the ‘effector’ under mantaflow fluid settings and choose effector type as collision.
@@blendercinematic I did. First I selected every part of the car (doors, bumber, window etc), then I joined them (Ctrl + J), then enabled the Fluid -> Effector and Collision.
If your mesh doesn't have any thickness, then under effector, collision, please check the tab that says planar and try.
Just watching initial animation but it is looking fake and not natural...
Thanks for the feedback. I agree. This was created about 2 years ago while I was still researching how to create slow motion drift effects. There are quite a few things I would do differently now such as animating smoke emitter densities, dissolve the smoke slower among other things to improve photo-realism.