Trying to duplicate how the volume from attribute works in H10, where I work we have not updated to the new Houdini yet. Is there a work around for this? I've done it in H11 fairly easily. Wanting to make a custom color and velocity channel for a fog volume. Thanks in advance.
Volume from Attribute in H10
Started by Overload, Sep 26 2011 05:28 AM
5 replies to this topic
#1
Posted 26 September 2011 - 05:28 AM
#2
Posted 26 September 2011 - 05:34 AM
Make a point cloud from your particles and load them in a volume vop and set the density that way.
Gonna see if I can get H10 running and make an example.
EDIT: Nope, just keeps crashing.
EDIT2: http://forums.odforc...ring-particles/ This got lots of examples on how to do the whole point cloud shebang.
Gonna see if I can get H10 running and make an example.
EDIT: Nope, just keeps crashing.
EDIT2: http://forums.odforc...ring-particles/ This got lots of examples on how to do the whole point cloud shebang.
Edited by Erik_JE, 26 September 2011 - 06:51 AM.
This is either a really smart move or by far the stupidest thing that we have ever tried.
#3
Posted 26 September 2011 - 06:23 AM
If you create a bounding box from the particles and then connect it to a volume SOP you can change it to an
empty volume container which will update as particles expand / contract.
You can then use a volume vop to populate this empty volume with some density data (using
pc lookup methods).
I tried this on H11 so not absolutely sure if that will work with H10 without
any improvisations.
It might crash if you dont have any defined domain/bounds for your volume.
empty volume container which will update as particles expand / contract.
You can then use a volume vop to populate this empty volume with some density data (using
pc lookup methods).
I tried this on H11 so not absolutely sure if that will work with H10 without
any improvisations.
It might crash if you dont have any defined domain/bounds for your volume.
#4
Posted 27 September 2011 - 12:50 AM
Cool, thanks guys I'll give both these methods a try. Much appreciated!
#5
Posted 27 September 2011 - 01:32 AM
Ok, think this is working. One other node that H11 has that I miss, is the volume visualization. Once all the channels are merged (eg. density, Cd.x, Cd.y, Cd.z), how to you display the color combined in your viewport? The setup I have is working in the shader, but it's nice to see some visual feedback first. Thanks again.
#6
Posted 27 September 2011 - 02:19 AM
I'm not sure if this can be done in H10 as is. I'm guessing there could be something with opengl shader at
the volumetric shader level?
In H11 you have volume visualisation node which helps with visualisations.
If you want to visualise it in H10, you could import it in DOPs and use its visualisation?
(create an empty object, attach the field using sop vector fields, and then visualise it??)
cheers,
Bhavesh.
the volumetric shader level?
In H11 you have volume visualisation node which helps with visualisations.
If you want to visualise it in H10, you could import it in DOPs and use its visualisation?
(create an empty object, attach the field using sop vector fields, and then visualise it??)
cheers,
Bhavesh.
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