Monday, October 06, 2014

Faking RBD/Smoke collisions.

I've never got the default rbd/fluid collisions to work as expected when I've got a rbd object moving through a slow moving/static density field. Think of Balamb Garden flying through a cloud bank. What usually happens is the fluid forms a thin shell around the rbd object, and you can clearly see the rbd object "eat" through the density.

What I really want to see is the smoke part around the rbd object. Usually what I do for cases like these are to use various forces (field force etc) together with keyframing to push the fluid out of the way at the correct time.

Have a shot at work where I want to improve on this, so tried some stuff and this result seems quite usable. Can't wait to test it at work!

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