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cloud with interaction


nicoladanese

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hey!

I'm doing some clouds (static) and I need to make one of them "dynamic" as a character jump out of it. since I created them with some geos, then convertem into volumes and applied some noise, so no solver obviously, I'm looking into some tips to convert it into a source for a dynamic cloud

cheers

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Hey!

Depending on the resolution (and the actual ammount of RAM you have) you can just use it as density source for a smoke/pyro sim. You can also clip the original cloud so you can simulate just the part where the character interact with the cloud.

With H17 you should be able to use vdb as source with no problems,  otherwise you have to convert it to houdini volume.

Let me know if it helps!

Marco

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  • 2 weeks later...

Looks good.

Another tip, when working with deforming colliders that may have thin parts (like characters), is to visualize the collision field under Smoke Object Guides. The collision resolution is directly linked to the resolution of the smoke object Division Size. If it is too large, your collider might not interact with the volume as expected.

This character's fingers fizzle in and out of existence as it proceeds through the animation. Also there are a few collision frames that are complete failures which is what causes it to blink on and off.

smoke_walk.gif

ap_character_cloud_interacting_v002.hiplc

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while working on it, I recall a tutorial or someone saying that it could be better to replace collision with some velocity injected into the volume from the moving object...I supposed is going to be faster and more art directable than the collisions, does anyone have any thought?

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  • 6 months later...

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