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CloudFX to Pyro


Spike

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Hi i created an animated cloud with cloudfx and cloudnoise node. At a specific frame i want to switch to a pyro sim and use the exact same volume as a starting point/and source - to initiate an evolving cloud. (I applied on both the cloud material) Is it possible to append to the cloud the same resolution as the pyro sim and to have no glitches when playing the change from pure cloud sim to pyro sim. What do i have to consider - or what would be the workflow?

Thank you for ur help

testhip.hiplc

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If your scene file has cached geometry in it you need to either upload that file or lock the node, otherwise the scene is empty. I think its referencing a file on your desktop. Can't you justyour cloud it a pyro source but add no velocity. You can set source to copy so you density doesn't keep adding up over time. When ever you want your clouds to be dynamic just animate what ever velocity you want to turn on.

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