plazadelmar Posted June 19, 2020 Share Posted June 19, 2020 (edited) I have a smoke and geo collision and I would like to smoke not bounce off the surface rather slide on it. Is it something you can solve with micro solvers or do you need to use particles sliding on the surface and use it as a smoke source? Edited June 22, 2020 by plazadelmar Quote Link to comment Share on other sites More sharing options...
suesssebastian Posted June 24, 2020 Share Posted June 24, 2020 Like fog on the ground or more like something emerging from a cloud ? Quote Link to comment Share on other sites More sharing options...
plazadelmar Posted June 29, 2020 Author Share Posted June 29, 2020 On 6/24/2020 at 6:41 PM, suesssebastian said: Like fog on the ground or more like something emerging from a cloud ? More like billowy smoke wrapping up an object instead of bouncing off an object. With particles, you would probably solve it with collision detection and slide on the surface. I'm curious how to do this effect with smoke instead. Quote Link to comment Share on other sites More sharing options...
ziconic Posted June 30, 2020 Share Posted June 30, 2020 You could try the technique described here https://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#Pyro_stick_to_surface_with_project_non_divergent_sop, which is to source in a velocity field that pulls the smoke toward the collision surface, and once it's close to the surface, blend to a velocity that moves the smoke along the surface. That said, I'm guessing you'll have an easier time running a particle sim and using that to source the density for your smoke, as you originally suspected. 1 Quote Link to comment Share on other sites More sharing options...
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