A surreal explotion simulation done with my new custom path follow asset redone for H12.1, it supports now a centrifugal force that flows along the path in harmony with the two basic forces that conform the old asset (tangent force, gradient force).
Rendered with Mantra PBR, two light sources, shadowmaps and pyro 2.0 shader.
More examples to come.
The swedish game developers Dice teamed up with ILP in the making of their critically acclaimed shooter Battlefield 3. We contributed to the game by creating a number of destruction simulations. This is a demo showing some of them, both in-game and as wireframe animations.
This is a test done in Maya of a volume noise texture (space-time) plugged into a fluid node's Buoyancy and Swirl attributes. I don't see this done very often in example scenes, so I thought I would start exploring the possibilities. After all, they let you drive almost everything! (Update: you cannot drive voxels individually as I hoped- the texture acts like an expression changing the value for all voxels on that frame)
Fluid res is 128x160x128 with High Detail Solve on all grids and Sim Rate Scale set to 2. Grids are Velocity and Density. There are no turbulence fields and Turbulence is off for the internal force on the fluid node. All the rolling in the smoke is a result of high Buoyancy and Swirl. For stability, I oversampled with a rate of 0.25 on the cache. It gets a bit funky when the fluid fades.