Hi everyone!
I have been working on this all day but I can't quite find the solution!
I am doing something easy in my mind but quite tricky when animation comes into place:
1- Create a velocity field with a curl noise around a geometry
2- Generate a smoke sim from the same geometry
3- Make a popsim where I blend the advection between the two different Vel fields (curl first, then smoke after a @age threshold is reached).
So far all good.
I have been testing this on a static guy and it works.
The problem is that I can't find a clean solution to make it work when the character walks in space. As soon as I do that (obviously) the curl noise starts swimming into world space and the particles start losing the advection.
I thought about using a point deform for the curl noise points inside a sop solver in the pop net but it didn't work.
Does anybody have any weird and amazing solution to this?
Please check the file!
THANKS!
Deform POP sim inside a dopnet and then blend a smoke advect
638 0 1- Fr4ntic
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