Joss Posted August 14, 2012 Share Posted August 14, 2012 My colleague(they're working mainly in Maya) asked me about some ideas on how to make a smoke trails after the burning aircraft. The scene is modeled according to real world units, and the aircraft is really moving at it's "real" speed in 3d. Camera views ranging from close-ups with just the head of burning to perspective views behind the aircraft along the trails. I've tried few simulations in Houdini with cranked up substep settings(like 70, or emitter leaving the container and resizer not even catching that movement and fail to resize the container). So, i wanted to ask, if you people maybe got some experience with such a simulations, and could suggest some Houdini workflows for that type of effects? Thanks in advance. Quote Link to comment Share on other sites More sharing options...
Hello world Posted August 14, 2012 Share Posted August 14, 2012 field force with sopgeo pointing normals in the sop 1 Quote Link to comment Share on other sites More sharing options...
ryew Posted August 14, 2012 Share Posted August 14, 2012 If you want to avoid wrestling with high-speed volume sims, you can always try old-fashioned sprite trails or SOP geo (spheres, polywire or even metaballs) with a noise shader applied. SideFX also has a contrails OTL in the new H12.1 orbolt store that might be of help (http://www.orbolt.com/asset/SideFX::smokecontrails) or you can try finding the old one from the H9(?) FX shelf as a starting point as well hth Quote Link to comment Share on other sites More sharing options...
Joss Posted August 14, 2012 Author Share Posted August 14, 2012 Oh, totally missed the new H12.1 and assets shop thingy, going to look at it. Thanks for suggestions. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.