Here's an animation of a rocky planetoid with a liquid core that ejects a stream of water in an aquatic volcano. The planetoid's gravity pulls the water back which settles into streams and pools.

The animation was pretty simple to set up and relies on my radial gravity VEX inside a POP Wrangle node:

float mass = 430;  
vector origin = {0, 0, 0}; 
float dist = max(distance(v@P, origin), 0.001);  
float gravityStrength = mass / pow(dist, 2.0); 
vector gravity = (origin - v@P) * gravityStrength;  
@force += gravity;

The planet is simply a sphere with a Mountain deform, converted to a rigid body. The watery volcano is a squashed sphere with an Emit Particle Fluid shelf tool. I gave the Fluid Source an initial velocity to shoot it upwards and changed the activation in the Source Volume to the expression $F > 3 && $F < 225.

The only tricky thing was waiting for the render - with a particle separation of 0.05, the video above took about twelve hours!
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  1. where are you grabbing the mass amount from?

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