These videos were created as a result of practical tests of HDA simshot - is an asset that I created to accelerate the development and customization of scenes with emulation of shots from various types of weapons, accompanied by various effects when hit.
The goal of the project was to test the operation of the asset in a newly created scene based on a custom plot with a moving emitter and an object for collisions. Additionally, I determined the time that was spent creating attributes and points for adding emitters of smoke and spark effects. It took no more than 20 minutes to set up the asset, set the trajectories and adjust the effect emitters. During this time, I tested several variants and chose the one I liked. Then I added and set up a smoke simulation using Pyrosolver in the DOP Network and my custom preset that generates sparks. I am familiar with working the asset, because I created it, and I tried to evaluate the time and complexity spent from the point of view of a beginner using my asset for the first time and understanding how to work with smoke simulation and simutalion other effects. I did not encounter any difficulties and completed the task quickly. Then I started producing the environment for the render.
I created the desert using highfields, polygonal plant models developed me in Speedtree and settings simulating wind tracks around some rocks depending on their size. I tried to make the desert realistic enough, but I didn't try to make a high-end environment because my main goal was to check the operation of the asset and add effects based on the data generated by the asset.
In the simulation of sparks and smoke, the geometry of collisions and the wind force created by the oncoming flow and the main rotor are taken into account.
I created the material in a regular Principalshader using ordinary Anti-Aliased Flow Noise as a mask for color.
The virtual camera in this video is located very close to the emitter of the shots. While working with asset, I saw an almost identical picture in the houdini viewport when I set points for calculating the trajectory by activating shots and observed the effect of a collision in real time, it looks like in a first-person view computer game.