Tuesday, October 2, 2012

Dust RnD

I've been working on the simulation for the dust that gets kicked up by our engines. Joey posted one of the earlier tests and since then I've gotten a working version of our ship asset into the scene.



The dust sourcing system is created by raying a point onto the surface and then generating a series of concentric rings that radiate outwards from that point. This is accomplished with some simple vector math in a VOP SOP and a voronoi noise VOP.



The next step was to create a couple point clouds with vectors on them that could be used to control the dust simulation. I used one in the shape of a torus to create a rolling effect as the smoke travels outwards. I also attached a cone of vectors that point down and out to simulate the actual thrust of the engines.



Finally this information was piped into a pyro solver, along with a primitive collision proxy for the ship. The end result is nice for a first pass. More updates as we incorporate the final ship animation and final environments.


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