This R&D uses Houdini pyro simulation to generate and evolve cloud formations.
The workflow starts by running an initial range of the simulation to establish the overall cloud shape and position. Once the cloud is formed, the simulation continues with more natural motion and evolution.
I used a combination of Houdini microsolvers and custom forces to control the cloud behavior and achieve more art-directable results.
Some of the examples are rendered as single frames, while others are viewport flipbook previews used to quickly evaluate the motion and development of the simulation.
I also built a COP-based denoising and processing workflow to make the rendering and simulation pipeline more procedural. This allows different cloud variations to be generated quickly by changing only a small number of parameters.