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wind tunnle smoke


revelationsr

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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

 

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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!

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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 density
http://www.tokeru.com/cgwiki/index.php?title=HoudiniVolumes


 

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