tomwyn Posted December 16, 2013 Share Posted December 16, 2013 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 Quote Link to comment Share on other sites More sharing options...
teratera Posted December 16, 2013 Share Posted December 16, 2013 Hey, H13 made it super-easy. I just used Source particles shelf tool and POP Advect DOP. And a little POP VOP to color particles based on v. pyro_to_particles_fix.hip Quote Link to comment Share on other sites More sharing options...
tomwyn Posted December 16, 2013 Author Share Posted December 16, 2013 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. Quote Link to comment Share on other sites More sharing options...
cenamorado Posted December 16, 2013 Share Posted December 16, 2013 (edited) 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 December 16, 2013 by cenamorado Quote Link to comment Share on other sites More sharing options...
tomwyn Posted December 17, 2013 Author Share Posted December 17, 2013 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! Quote Link to comment Share on other sites More sharing options...
cenamorado Posted December 17, 2013 Share Posted December 17, 2013 You could try applying velocities to the either with vops after the copy, or using the fluid source vel tab. Quote Link to comment Share on other sites More sharing options...
tomwyn Posted December 18, 2013 Author Share Posted December 18, 2013 Thank you!! Quote Link to comment Share on other sites More sharing options...
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