when i first saw this in the houdini showreel i was like well this is something really cool i would like to make this but how do i do this because in houdini these are my current skills and these are not clearly enough to make something like that let's do this in blender so the effect is made of two parts there is the core and there is the smoky thing around this core this was made in a way that you know you have this uh fluid simulation and inside of there there are like many many many particles and each particle is gonna connect to each other like they have some algorithms going on that determine like how are those things connected to each other now doing something like that in blender probably gives you some crashes and nothing in return so instead what we are going to do is that we are going to use a voronoi texture first we need kind of the primitive object that the core is made of so in this case this is like a sphere you know then we add the voronoi texture and they delete geometry nodes so this deletes geometry everywhere where we wanted to delete and in our case it's the warren texture with a compare node and this is exactly what we want except the original drum core has this like smoothing in our case is like sharp so if you want to smooth this out like disney does well what we need is another voronoi texture because the problem is that this original one has like a cell you know and the cell has circular not circular um linear gradients and this results in the way that when you use the compare node you know this gets like completely super sharp there instead we want to have like a circular gradient from the center to the borders so what we need to use is a voronoi fNUMBER_TOKEN texture invert this so we only have like the borders of the gradient and then we add this to the original distance to edgeworthy and this results in something like that but it still looks very bad we need to make this thick and more like polished in a sense to make this NUMBER_TOKENd what we need is a volume to mesh and mesh to volume node but here is the massive problem blender doesn't have a mesh to volume node it only has points to volume but because our sphere has a lot of points i mean a point is just a vertex we can just use the points to volume and then we can use a volume to mesh node afterwards and this creates a NUMBER_TOKENd object like this now let's add the secret source a smooth modifier and this results in something a lot more smooth now we have a playback speed of around NUMBER_TOKEN frames per second you don't like playback speeds at NUMBER_TOKEN frames per second i think so let's export this into a file format that every children should know about dot abc alembic and now the core is ready just add the second one inside if you want to i did this and looks pretty pretty good now let's deal with the smoke thing and if you're asking what is the train noise going right down this is the sound of the sponsor of this video which is wagon let's talk about this in a minute to create this smoke thing i didn't know how to make this i was like well what is that is that a is that a is that what what what but the houdini artist from the last video told me okay this actually might be liquid rendered as particles and this like just clicked in
START_SPONSOR_TOKEN if you're asking what is the train noise going right down this is the sound of the sponsor of this video which is wagon let's talk about this in a minute to END_SPONSOR_TOKEN