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Particles from Pyro sim


tomwyn

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Hi all,

 

I've got a pyro sim that I've mocked up, however my client has now changed their mind on the final look of the scene I've been working on & wants particles instead of a smoke effect/look.

 

My question is: Is there a way for me to convert my sim to particles? I don't just want to fill the sim volume with points, as I really need to retain that smoke/fluid/billowy smoke type movement, as well as the attributes, as I'd eventually like to control the particles alpha based on the vel attrib.

 

Does anyone have any suggestions? Is there a blindingly obvious way to do this that I've overlooked? I've included a .hip here with a sim that works along the same principles as the one I'm working on (i.e very basic ;) )

 

Any help would be VERY much appreciated!

 

Thanks.

 

(P.S. I've scoured these forums to no avail on this issue, apologies if I'm duplicating topics here.)

pyro_to_particles.hip

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Hey Taretera,

 

Thanks for the super quick response! Unfortunately I'm stuck using 12.5 for the time-being, is there any way you can think that I could replicate your solution here?

 

Apologiesc I should have mentioned my version in my initial question.

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You could use the 12.5 popnet to do  a particle advection or just blast density or any  other field and scatter it, and you can always just make an alpha attribute in vops to control it.

 

It's the same thing Taretera did, but just for 12.5

pyro_to_particles.hipnc

Edited by cenamorado
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Thanks for the reply cenamorado!

 

That's exactly what I've ended up doing and it works great!... (Though I'm really pushing to get H13 going here as well!)

 

Now I'm just figuring out a nice/easy way to effect the 'seed' of my pyro sim so I can make a few variations of it. Any tips from anyone on how to do that? As you can tell, I haven't done much pyro before! ;)

 

Thanks!

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