Jump to content

Houdini : Need Suggestion for talcum powder simulation


chetalvfx

Recommended Posts

You might want to think of it as whitewater. Use a particle system with gravity. When it comes render time, render the points using small spheres, then convert that to a volume and render them both. You'll get fog and polygon with that approach.

 

  • Like 1
Link to comment
Share on other sites

ahah i think i would mix both approach describe previously.
- with only pop + gravity then vdb you will miss the swirly pattern of fluid 

- with a pyro sim + pop advect you will have hard time to get the simple direct gravity pattern

 

- i will start with a pop sims ( maybe pop grain to check if it bring something more granular ) to create the main gravity behavior

- then use that sim to emit vel + density in a whispy presets pyro grid

- then advect some additional pop in it that pyro grid that will fade fast 

 

and render :

- pop gravity + pop advected with high motion blur
- and whsipy fluid with low density shader 

Edited by sebkaine
  • Like 1
Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...