3D Generalist
Dust Devil Scene One
Dust devil was a group project that began during my masters degree. The version we submitted during the module was very rushed and most of the simulation work I contributed to had to be cut due to rendering times. I decided to redo the scene that I had originally worked on for Dust Devil, which included a procedurally modelled cactus and a rigid body destruction simulation. For the updated version, I remade all the simulations in this scene: dust trails and particle trails for both spaceships, cactus RBD and particle trails, and jet engine afterburn (shaded VDBs).
Simulations
Texturing
Lighting
Editing
CREDIT
Small red spaceship 3D model / textures
SOURCED ASSETS
Rocks and cliffs 3D models / textures
Ground texture
Foliage 3D models / textures (excluding cactus)
To achieve the type of ‘bendy’ break that you would expect from organic material, I switched hard contraints to soft contraints upon breaking and used torque as a parameter to break the soft constraints after.
For the dust and smoke simulations, I used the directional velocity of the spaceships to advect a smoke simulation emitted from points on the spaceships. Then, using the velocity field I generated from the spaceships, I advected particles placed on the ground - additionally emitting smoke from them to create the curling dust effect.