2d pyro experiments
The idea originally came from an R&D task I was working on for a client project earlier this year. I liked the underlying behavior enough to revisit it later and push the technique further as a personal experiment.
I first created an initial simulation focused on the main velocity field, while also generating UVs internally as an additional 2D Pyro field. That first sim then became the advection driver for the bubbles and their velocity, allowing them to inherit the motion and flow of the fluid in a more natural way.
After that, I created a second fluid simulation using only the velocity from the first Pyro setup, combined with collisions and bubble velocity. This made the fluid react to spheres moving across its surface, changing the internal mixing and creating more dynamic interaction.
I also experimented with a non-divergent workflow in COPs, but for this particular look it was missing some of the organic, naturally unstable motion that I still get from the old 2D Pyro Solver.
A fun experiment in using Pyro not only as smoke, but as a flexible field-based solver for art-directable fluid motion and procedural detail.