I thougt I should add an example of how I were going too animate the cars that my tornado pulls upp from the ground.
Because of their size I don’t have to pay that much antention to how they look, in the end they wont bee much larger than a couple of pixels wide soo I could just use more particles but I wanted too learn more about using feilds and rigid bodies. Soo I made the cars into rigid bodies and uset fields too make them move.
Here’s a test where the tiny car is being pulled up in the air.
I’m working on my fluids layers and I make small tests as I move along.
These are the layers I have for the moment:

I’m testing the layers together in post to see what I need to work more on.
This is one of my latest test:
TornadoTest5.mov (Motion JPEG A)
I still need too work a lot on the details and after these tests I felt that I need to split some of my layers in several layers to get more controll. For example I will split my texture layer in to specular and shadow layers.
I have also started on my particle layers that will include layers of snow particles and debris. I’m slihtly after in my schedule for the moment, this because I’ve been sick and I did not plan that I would bee away for that long, and because of some timeconsuming problems that I predicted that I would run in too but I underastimated how much time those problems could take. But I feel that I can work my way up to where I should bee in the next couple of days.
P.S. I know that my clouds in my video test above moves around, it’s because of the polygon maskt that I’ve just animated temporarily, remember that this is a test for me too look on and see what I need to work on with the fluids, it is not a final result.
I’m trying to create a good shape on my tornado.
I’ve been testing different combinations of fields and meshes that the fluids collide with to create shapes that I like. It’s still a work in progress because it’s hard to see the final result before you render a sequense and rendering takes time. I’m not using a high level of details or density on the fluids effects in these tests so that I can save time in the rendering prosess.
Here is one shape test:
(I’ve tested different textures to my fluids and this is one of the first tests. I’ve put 2 layers of the same rendered sequense together so that it will look a bit more solid.)