Tire Burn
- 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

5/3/2025 - Week 1
Reference
Technical Analysis
Fire - Flame, temperature
Smoke - Density
Wind - Velocity along helical curve

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