Collision Generation
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
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