I'm tasked with creating a shot where I have slightly drifting (internal motion) nebula gasses, then an object comes through to effect those gasses and cause them to dissipate (like an arm going through smoke from a fog machine). After going through cmiFX's fractal video, I love how volumes can be sculpted and look natural - but as far as I have found, volumes can not be effected by rigid bodies or forces. So, it seems that I need to create this using a smoke solver. This solver, however, does not seem to have the ability to use fractals to build, as they need to be simmed into place or created from a modeled shape.
Is my best bet to model a very detailed shape and source from volume? I had also thought of, perhaps, having the smoke derive from a particle system - but there doesn't seem to be as much control unless I, again, model a detailed shape and fill it with particles, then derive smoke from them. But this seems to add an unnecessary step (unless anyone thinks I would have more control over the particles, and therefore, would make this shot more controllable).
I've searched for nebula's, but to be honest, none of them look the way I need them to.
I also haven't had much luck in being able to mix both the wispy and billowy textures into the same smoke system.
cosmos_reference.jpg 231.34K
159 downloadsAfter this is figured out, I was also wondering if a fractal can be used as a color channel within a smoke material. Alejandro Echeverry mentioned coloring his dragon pyro sim by using a shadow color param - I mention this because it is the closest thing I have seen yet to a multi-colored smoke effect - but I haven't been able to find this param...
To be honest, I started going through the cmiFX tuts and message boards 2 weeks ago to learn houdini just for this shot. It definitely feels over my head, but I don't have much of a choice - I really need to figure this out...
Any advice you may have would be greatly appreciated. Thanks so very much.










