Custom Cloth Sculpting
After getting some feedback that we needed to add more wrinkled cloth details to the soft top of our rickshaw. I created a cloth detailing set up that would leverage the existing Zbrush sculpting talents of my team mate Yeona and allow her to add detailing directly to our model in Houdini and preserve existing texture detail and UVs.
This set up utilized blend shapes and the vellum brush node to give her full control over the detailing in an artist friendly, simulation free work flow. The resulting mesh was added to our shot by packing the top from our animated cache, using an add node to extract the packed prim transform into a single centroid point, and point deforming the high resolution by the singular point.
Secondary Dust for Shot 02
For shot 02 I added a secondary dust simulation to layer underneath the existing element that better simulates the dust spread perpendicular to the wheel. I used an attribute vop to create a cross product velocity vector that I could also adjust the x axis directional influence of.
I then utilized a sop solver to transfer my velocity as well as a time based active sourcing attribute to control point sourcing from the ground geometry.
The pyro setup utilized most of the same nodes as my other setups but this time instead of sourcing using a sop multisolver and advecting fields from particles, I used the standard pyro source and volume attribute rasterization method.
TO DO:
- Adjust viscosity and add gas confinement to create thicker dirt shapes in the smoke.
- Experiment with particle advect from volume for secondary sourcing particles.
- add dirt particles to auxiliary dust if needed.
Shot 06 adjustments
Because I was waiting on animation for shot 05 I had some extra time to refine shot 06 this week.
I added a wind velocity field to improve smoke dissipation and add detail to the settling clouds. I also added wheel collisions to my velocity field and smoke sim as well as improving the ground collisions to increase the spread and fish tailing effect.