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Tire Burn

  • Writer: Yiyi Long
    Yiyi Long
  • May 3, 2025
  • 2 min read

Updated: May 27, 2025

This project focuses on creating a tire fire effect, featuring both flame and smoke simulations using Pyro.


5/27/2025 - Final Update

Final Render - Version 2

  • Refine the texture to make the tires look more worn out.

  • Add depth of field.

  • Try different camera angles and movements to show the effects.

Camera Test

  • Turnaround look

  • 80 mm

  • Low angle

  • camera pull out and tilt up

  • 35 mm


5/25/2025 - Week 4

Final Render - Version 1


Render Test - Close to Final


Completed Still needs work

  • Delete more scatter points to limit the scale of the rolling smoke.

  • Increase the color density of the pyro shader.

  • The flame still need to be more red, and the smoke should be darker.

  • Remove the background trees for now, focus on the pyro effects, and continue refining it later when there's time.


Render test with background - remove it, need more time to work on the trees later


5/20/2025 - Update

To do list:

Add a helical curve and let the smoke and flame move along this velocity curve

Adjust the speed of the flame and smoke rolling effect

Add collision objects

Look development - ground

Render Test

  • Render test with pyro simulation and textures to make sure they all work correctly before doing the final render.


FX Test - with collision objects


5/17/2025 - Week 3

FX Tests

Add velocity curve - still need to adjust with the velocity strength and direction

  • Test 1 - with large helical curve and velocity strength


  • Test 2 - smaller curve and velocity strength



Technical Breakdown

  • Create an expanding spiral with adjustable parameter channels.

  • Convert to vdb and add velocity(v) attribute and noise inside volumevop node, then merge into the pyrosolver.


Look Dev - Ground

ref


5/10/2025 - Week 2

FX Tests

  • Flame test

  • Flame with smoke test 1

Flame with smoke test 2 - velocity curve wip

Technical Breakdown

  • Create a b/w noise map to scatter points, making the flame distribution area appear more natural.

  • Use delete node with bounding box to get rid of unused points.

  • Create attributes of density, temperature, flame as well as velocity in pyrosource node, then turn them into volume based on those attributes. Lower the voxel size to get a higher resolution of the volume shape for simulation.

  • According to the reference, it has a large amount of smoke swirling by fast-rising flames, so I lower the dissipation and increase the density to create thick smoke.

  • Finally, I adjust the settings in micro solver especially with Buoyancy, Disturbance and Shredding to add noise to the smoke and flame.



Look Dev - Tires

Look Dev - Tires
Look Dev - Tires

5/3/2025 - Week 1

Reference

Tire Burn Reference

Technical Analysis

  • Fire - Flame, temperature

  • Smoke - Density

  • Wind - Velocity along helical curve




Learning Reference



 
 
 

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