chetalvfx 0 Posted January 19 (edited) Dear all, Plz give me some suggestions to do simulation of talcum powder as I shown in attached reference gif. Thanks in advance.. Edited January 19 by chetalvfx Share this post Link to post Share on other sites
Atom 1,442 Posted January 19 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. 1 Share this post Link to post Share on other sites
HM_2020 13 Posted January 20 I vote for pyro sim for bulk with particles advected for details Share this post Link to post Share on other sites
sebkaine 285 Posted January 20 (edited) 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 January 20 by sebkaine 1 Share this post Link to post Share on other sites
chetalvfx 0 Posted January 24 Thank you all for your valuable suggestion.. !! Share this post Link to post Share on other sites