Collision Generation
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To ensure air tight geometry my usual pyro collision setup scatters points on a surface, points get converted to VDB, VDB converted to geometry to merge all parts, and then convert back to VDB from polygons. This ensures airtight colliders.
DOP setup
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In order to address some of the feedback for this week I animated the scale on my source velocity to create better continuity with the previous shot and slowly decrease the amount of velocity over time. I also added a couple subtle layers of turbulence to increase the detail.
- Voxel Size = 0.008
- Sim Time = 9 minutes