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Shading point clouds to look like fire


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Hey everyone,

I am working on some large scale pyro simulations right now, and wanted to cut down the render time.

So I was thinking that I could use a pop sop to create a particle system that matches the pyro simulation.

That works perfectly fin, but I am running into a wall when it comes to rendering this point cloud.

I want to give the particles the look of fire, but I don't how to start solving that problem.

I can't just use the heat and temperature fields coming from the pyro sim to control the color attribute of the points, can I?

Is there a way to do that, or does any body have good tips on rendering large scale volumes with in a decent time range.

Cheers,

Juri

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