I was hoping I could get some workflow tips for creating a sorta grid of smoke that turns into solid stone that has inherited the smoke's color and shape.
I guess it might be done by mixing a pyro sim by a grain/vellum sim until it's made ‘hard’ (by making the grains bigger?) and then have it be turned into polygons by polygon from vdb?.
Now I do not know much about pyro and vellum yet, but is this a appropriate way to think? Like mixing different solvers if you want to achieve ‘substance transitions’ in Houdini?
Thanks in advance,
