Jump to content

Volume Displacement on Rest


garf

Recommended Posts

I'm trying to add some detail to a smoke sim  - logically it feels like I should be able to displace/multiply noise into the density using the rest field but I don't know how to use it in the volume vop. Can someone give me some clues?

image.png.b595d5bba7087d2505e0cd51cb834e03.png

Link to comment
Share on other sites

Take a look inside the Pyro Shader... they're using Dual Rest in there internally.

It looks like you're running an older version of Houdini, but in 16.0 at least, there's a VOP called the Dual Rest Solver, which handles a lot of things for you. It outputs a struct-type channel called "dualrest" which the Unified Noise VOP is capable of reading natively. In previous versions the exact implementation might be a little different, but the Pyro Shader is still the standard model you should be looking at.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...