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Volume from Attribute in H10

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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.

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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: This got lots of examples on how to do the whole point cloud shebang.

Edited by Erik_JE

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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.

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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.

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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.

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