anupamd Posted November 14, 2014 Share Posted November 14, 2014 I tried to follow Scott Keatings foam shading tutorial exactly for rendering points as volumes using the vex volume procedural. But it does not work for me and I cant figure out why. Could someone take a look at my hip file and see what im doing wrong? (ps: in trying to render flip foam with this technique) Quote Link to comment Share on other sites More sharing options...
anupamd Posted November 14, 2014 Author Share Posted November 14, 2014 oops.. here is the hip file. uniformvolproblem.hip Quote Link to comment Share on other sites More sharing options...
anupamd Posted November 14, 2014 Author Share Posted November 14, 2014 Also, I it does work if I create a volume with the points (eg: via volumerasteriseaspoints), etc.. but I do not want to do this step as it is very slow for millions of particles. As per scott keatings tutorial, you just need the points and the shader to render each point as a spherical volume blob, and that is what I am interested in. Quote Link to comment Share on other sites More sharing options...
anupamd Posted November 15, 2014 Author Share Posted November 15, 2014 Anyone? Is no one using uniformvolumes to render points for stuff like foam for your flipfluid sims? Quote Link to comment Share on other sites More sharing options...
lucienfostier Posted November 16, 2014 Share Posted November 16, 2014 Hi anupamd, here is a simple hip file to setup rendering any polygon ( points includes) as volume in Houdini. The key element is the vop shop properties node with the extended parameter, uniform volume, which forces Houdini to evaluate the geometry as volume and shade accordingly. feel free to ask if any question Cheers Lucien uniform_volume.hip Quote Link to comment Share on other sites More sharing options...
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