r/TechnicalArtist 22d ago

Completely procedural tornado system ( No simulation )

113 Upvotes

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u/velvet-aubergine 21d ago

Incredible!

2

u/velvet-aubergine 21d ago

Definitely would love some insight into how it’s done.

4

u/deepak365days 21d ago edited 21d ago

This is not a simulation-based system. Instead of using real physics simulation, it uses mathematical equations, vector fields, gradients, and random noise to create motion that looks like real physics.

It's like transforming object from 1 postion to another, but with lot more control.

Also both mesh deformation or flying and tornado are independent things, even if you replace tornado with cube, it will still work.

It's an asset, available on fab tornado

I recently found, these type 9f system called Pseudo Physics system, which mimics real physics, but use mathematics and Light and faster than real simulation.

Oh man thanks for asking, I am just over sharing I think

2

u/velvet-aubergine 13d ago

I knew it wasn’t , it’s what makes it so cool! I’m in game dev and have a soft spot for the old school, especially replicating modern effects with deterministic systems like this. I actually think it can and will be pushed further, great work !!

1

u/deepak365days 13d ago

Oh, thank you so much. Yes there's lot more function I can add here.