Shot 4 Full Render Preview
My move is finally complete and I've been able to work on the next shot for Micro Management! I've got a couple more shots to work through for this animation but it's getting close to completion.
3D Asset Resources
This is something that I hardly discuss BUT I think it would be invaluable to discuss. I use many different asset libraries along with the character models that I use. I don't model so much as I spend my time animating, creating FX, lighting, and scene building. I do want to provide a list of libraries that I have found useful, both paid and unpaid.
Kitbash 3D
This is probably my favorite asset library that I have. They have thousands of production ready assets that I've used throughout many of my animations, including this one! The service does come at a price... if you can stomach almost $1k USD a year.
Kitbash also does come with a built in model importer for Blender called Cargo as well!
Blenderkit
This is an addon for Blender that provides a huge online repository of models and materials. It's updated VERY regularly and all of the materials are free while a good chunk of the models are as well.
Botaniq
This is another paid addon for foliage, but is absolutely worth the price if you're looking a bunch of high quality foliage assets. It's an addon I use a lot for my larger scenes that involve lots of trees and grass. It also comes for a procedural wind system for the trees which I've used in the shot above!
Using Divergence in Pyro
When creating a volume that needs to expand rapidly, there are a couple of ways to do so. One of the more common ways is to give your smoke a high initial velocity upon sourcing. This can be good for simulations that are explosive only initially, but this doesn't work for constant expansion.
Here's where "divergence" comes in. Divergence is a special field in pyro that defines the amount of expansion in the smoke of a sim. This is a pretty important field if you want to have expansion occur throughout the simulation's lifetime.
There are a few ways you can control divergence. I've used the temperature field to define where it occurs in the simulation. As the temperature cools, divergence lessens. This is so the smoke doesn't expand too rapidly.