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Drops

Getting extra shiny with some Karma render features. The dispersion option does most of the extra work in this one.

The base of the setup is a RBD sim for the falling gems, then I used that and its velocity to switch over to a flip sim on impact.

The flip sim went smoother than my last attempt, but this was more straight forward and probably a better scale for it.

A custom view for the post thumbnail

A custom view for the post thumbnail

An early flipbook test in the Houdini viewport

Another custom render for a possible thumbnail, all done with Karma XPU

Another custom render for a possible thumbnail, all done with Karma XPU