Hi There, will start posting some R&D about latest projects developed and worflow for some others. So here goes…
Dynamic Cloud Rig Setup used for https://vimeo.com/147333764
Client needed lots and lots of clouds for this Sony Bravia project, some of them static and some dynamic, so we decided to develop a nice and easy setup to cache them.
All starts from a Box and a mountain deform to get a nice random shape. Mountain Seed value give us infinite posibilities and with just that value changed we created almost all TVC.
Second step, scatter some points in volume, and generate some random Cd with a turbulence noise. Delete points by color (dark), and vdb from particles. At this point we get some random volume point on surface and give extra detail with a Noise Cloud. Now we are ready to get some fluid emittion.
Inside DOPs, the most important tip, cloud is generated in 25Frames. To activated source til that frame, also timescale inside pyroSolver, is animated from 0.5 to 0.01, so as to get a nice natural movement after frame 25. Drag force node (value = 0.1), allow us to keep fluid controlled in a place.
If need some interaction, I added a force field, connected to a SOP.
Gas turbulence adds some extra noise to the final shape.
Resolution = 0.01
Dissipation = 0.1
Disturbance = 1
Turbulence = 0.3
Shader = Pyro shader with a ramp in color.