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Separate pyro sources collide but stay separate so i can assign different shaders


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My ultimate goal is to assign two separate shaders to two fluid sources.  I have cold smoke at the top falling and warm smoke flowing up.  I want to make the cold smoke emit a blue hue and the warm be something complementary obviously.  I'm using octane as my renderer so if there's fancy pants ways to sample voxels from a single volume at render time I cannot do this.  I simply would like two pyro simulations to collide in the most efficient fashion as if they're all part of the same simulation but give me the ability to save out two separate VDB caches.  Sorry if this is a stupid question!!!

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If this is just smoke and you are using the fluid source and source volume DOP, just name your densities something different (densityCold and densityWarm for example). Do your simulation and then use 2 DOP I/O nodes to bring in each density separate. From there you should be able to write out the VDBs separate like you want. 

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1 hour ago, rbowden said:

If this is just smoke and you are using the fluid source and source volume DOP, just name your densities something different (densityCold and densityWarm for example). Do your simulation and then use 2 DOP I/O nodes to bring in each density separate. From there you should be able to write out the VDBs separate like you want. 

Dope ass idea!  Also what up Ryan!!!

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