Some simulations by a 3D artist with 20 years of experience in high-end 3D, match moving and compositing.
Let’s take a look at some of his videos:
Mucking about with a number of workflows with these: custom wind fields, advected Cd fields, rest field displacement, particles that advect from Pyro and also add density/Cd/vel, adding lightning arcs post-sim, and seeing how many advected points my system could handle (360 million with 32gb ram).
Warning – ugly render ahead!! ? Very draft, no refraction or fluid interior volume. Simmed/rendered simultaneously on a single machine overnight.
Testing a setup to dynamically erode a collision volume with a FLIP sim. Seems to work quite reliably so far, and looks really cool!
Also had fun setting up a quick wet map SOP, and figuring out how to shade the underlying strata of the eroded object based on it’s distance from the original surface. VDB’s rock!!!
Here’s a simple example .hip file showing the erosion setup.
Hip file here.
Having some fun with stacked POP solvers, based on the great ideas in this ODForce thread.
Featuring Sid, the invisible displaced sphere! ?
Viscosity based on point age, remapped with a ramp in a POP VOP. Rendered with Mantra PBR.
Hardening speed is exaggerated to be sure, was trying to preserve all the nice folds that form initially.
Make sure to check out Dave’s other simulations here.