This dynamic simulation of a smoke bomb integrates Houdini's Rigid Body and Voxel Fluid Dynamics. The smoke is emitted using information from the bomb canister to make sure that it emits in the desired direction while the canister spins through the air. The look of the smoke is derived from the material-based noise which sticks to the smoke as it moves. The final look is also enhanced with per-voxel motion blur.
One interesting thing to note in this simulation, that was not used in the video released on the main page, is the creation of an extra "color" volume which can be used to emit color in the smoke. Both videos are included in the attached file. This should help provide incite into how the volume tools work in Houdini.
Note that there is commenting on all nodes found in the file, and that some values have been changed from the video that was posted earlier, and this attached file to provide a more responsive experience. These changes will be made apparent in the commenting.
How it works:
* An rigid body simulation takes place causing the canister to fall and spin.
* We use the orientation of the canister to control the initial velocity of the fluid smoke
* Takes are used in this file for easy render passes.
* One thing that is important to note, is that lights that are lighting volumes must have motion blurred shadows turned off to correctly render motion blurred volumes.