revelationsr Posted August 8, 2017 Share Posted August 8, 2017 Hi there. I am making a wind tunnle smoke effect. One of those where multi small smoke sources in a line is running over a car. Originally I had a good looking effect with pyro. How ever the director wants a level of control over the shape the smoke makes that pyro simply wont do. So I have built a setup with several curves that the director can tweak and change as much as he likes. That is all working just fine. Then I run several thousand partciles along those curves. With all the attributes one would expect. My problem starts here. I would like to convert those particles into a fog. But I dont know the attributes needed to have control over the resulting fog. Things like. -Importing Alpha from particles. -stacking particles so the fog will be denser in areas where there are more particles. -importing the velocity from the particles for motion blur If you know of a place where I can find these kind of settings. Also any others that might be useful. Please let me know. Cheers Quote Link to comment Share on other sites More sharing options...
Hartman- Posted August 8, 2017 Share Posted August 8, 2017 Hey, Have you watched this Illume Webinar about pyro fx? (https://www.sidefx.com/tutorials/houdini-illume-pyro-fx-tips-and-tricks/) They talk about driving pyro using particles as source and the like. I've jumped around, so I can't speak to the content directly, but what I caught they were using pop's that were converted into fog volumes. If you want a simple fog volume, you could use the vdbfromparticles node and then add your points attribs to the fog with that node as well (such as velocity for motion blur). Hope this helps! Quote Link to comment Share on other sites More sharing options...
revelationsr Posted August 8, 2017 Author Share Posted August 8, 2017 Thank you I will have a look when I have a moment. Cheers But if anyone could maybe have a more direct answer that would be awesome. Much love to you bro. I just dont want people to think that this has been solved just yet. Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted August 8, 2017 Share Posted August 8, 2017 i recently had a twiddle with a trick from @mestela on his page advect smoke from particles - seems to provide a good few things and just beneath that is advecting smoke from particles - actually there is a few on that page..http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops and at the bottom of this page is a volume deform but when i looked into the scene theres a volume from attribute node he uses - i dont know if that might give some answers... he basically creates a bound around the particles and then uses volume from attribute to cut away the densityhttp://www.tokeru.com/cgwiki/index.php?title=HoudiniVolumes Quote Link to comment Share on other sites More sharing options...
revelationsr Posted August 8, 2017 Author Share Posted August 8, 2017 Oooo that is a very interesting link. I must go through that in detail. There is an interesting idea. Solve the smoke as straight and then deform it. Hmmm. Cheers for that. 1 Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted August 8, 2017 Share Posted August 8, 2017 Yeah you could solve it straight then add some turbulence for high speed noise then direct deformation after that around chosen object via straight fwd lattice for example:) Quote Link to comment Share on other sites More sharing options...
mestela Posted August 9, 2017 Share Posted August 9, 2017 If your particle density is high enough, a vdb from particles should be fine. Quickie setup: smoke_curve_trail.hip 1 Quote Link to comment Share on other sites More sharing options...
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