Being able to seamlessly transition from geometry to volume representations of that geometry is now a general way of working in Houdini. The first video covered how to figure out when two or more objects are intersecting using volume representations and simple math counting. Now to put that in to real work.

What if you received a simulation from another application as a geometry sequence? How to calculate impacts? Use the above techniques of course. But there's more. The first example built fog volumes from the objects. In this example sdf or signed distance function volumes will be created (well stolen out of DOPs in this case) to build in an offset option to expand or contract the volumes to help compensate and control the overlaps.

After the overlapping volumes are calculated and points scattered in to those regions, these points will be used to generate dust all in the same dynamics DOP network.

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SIDEFX

For over thirty five years, SideFX has been providing artists with procedural 3D animation and visual effects tools designed to create the highest-quality cinematic results. We are passionate about what our customers do because our roots are in production, both as artists and as pioneering technical innovators.

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