(There are some viewport displaying issue that is making the mesh transparent and the black edge from the smoke.)
What I have been doing this week is mainly adding the texture of the mountains and started the smoke trail simulation.
![](http://kylelinvfx.com/wp-content/uploads/2023/05/Week3_Update-1024x429.png)
I have been following the same tutorial series to learn heightfields. I didn’t really know about COP and I have learned a lot from this. It is working a lot like Nuke and the concept of RedShift shading.
I like how it turned out, but I think it still a little bit of work because it is lacking small details. However, I will have to move on to focusing on simulating the portal and refining the smoke trail since they are the main part of this project. If I still have time, I would like to try using these methods to add more details on to the cliffs to add some more realism.
Here are some reference images of what I am looking for:
![](https://kylelinvfx.com/wp-content/uploads/2023/05/a-rock-cliff-in-the-desert-volodymyr-dvornyk.jpg)
![](https://kylelinvfx.com/wp-content/uploads/2023/05/cliffs-caves-desert-full-dry-grass-cloudy-sky-during-daytime_181624-27961-1024x620.jpg)
![](https://kylelinvfx.com/wp-content/uploads/2023/05/Desert_landscape_12464661053-1024x680.jpg)
![](https://kylelinvfx.com/wp-content/uploads/2023/05/desert-landscape-in-wadi-rum-protected-area-jordan-CAVF64320-1024x576.jpg)
For the smoke, I think it is not really looking like how it would look like in real life because it is missing some of the sand behavior. To fix this, I am thinking doing a particle sim of actual particles that behaves like sands and then use it as the source instead of directly using the ground as the source.