Fracturing ground using attribute transfer and render time displacement for fracture details.
Emitting packed objects on impact using rayed points and its normals to compute velocity (with multiple noises). I used box instead of convex hull geo representation to speed up the simulation. Used the same source for emitting particles and smoke sim sourcing from these particles.
Did not work much on the smoke as it would hide some details.
Emitting smoke from a textured sphere and picking up the colors of colliders from their Cd vector volumes. Using source volume to bring in the color instead of vel. And sop vector field set to 'always' to update color when it hits the collider volume.
Take a look at a discussion that helped with this http://forums.odforce.net/topic/19870-pyro-color-advection/
Next step is to integrate this in an explosion/destruction sim. Thanks for watching!
Inspired from Steven Knipping's Rigids V preview, I thought i'd give it a go from what i know. Will add a layer of smoke and particles later!
Emitting packed objects on impact using rayed points and its normals to compute velocity (with multiple noises). I used box instead of convex hull geo representation to speed up the simulation.
Wet-maps : Using a combination of Sop solver and chops to generate wet-maps with specular from custom attribute 'wetness' and plugging that to spec intensity in shader.
White-water: Using curvature and acceleration as emitter source. Rendering foam+spray as smoke and bubbles as points with random pscale.
Rest of the setups are straight forward and simple.
1.Secondary Particles Tool - Generates particles based on velocity from simulated geometry.
2. Anim geo to points - Converts animated geometry/ simulation to points with its rotations and position. Useful for replacing low resolution geometry with high resolution geometry.
3. Low res to high res - For replacing low res geometry used in simulation with high res geometry.
Thanks for watching!