ABSTRACT

Information With the Volcano mesh already created earlier on in this book, we are going to take the scene that we have constructed and, using Particle Flow, generate a volumetric cloud effect by designing an individual smoke puff and animating it using a particle system to simulate a large eruption from its crater. As the resulting plume of ash and smoke originates from deep inside the volcano, the cap of the volcano will have been fragmented resulting in a shower of rock debris, which we will also have to generate. This falling debris will consist of different sized matter so some will travel faster than others. Because of this we will take the existing copy of the volcano mesh and generate a deflector based on its terrain so the debris can interact with it. It should be noted that there are similarities to the construction of this scene to that in the next tutorial in both the settings and the information contained in the text; this is intentional as both scenes generate an ash cloud which is created using the same techniques but with different characteristics. These scenes have also been designed so that merging the two effects together is a relatively simple procedure; see the Taking it further section for more information.