nicoladanese Posted February 8, 2018 Share Posted February 8, 2018 hey! I'd like to emit particles from a pyro sim, sort of a embers effect, so basically emit from areas where temperature is higher than a specific treshold. I'm using a volume VOP to bind the temperature, then a compare and a switch to use 0 where temperature is lower than and 1 where temperature is higher than the treshold. Now I don't really know hot to use this information to emit particles...I tried to map that on the density and maybe convert to a surface but no luck so far... Quote Link to comment Share on other sites More sharing options...
woodenduck Posted February 8, 2018 Share Posted February 8, 2018 You can use a Scatter Sop on a density field, then source you particles from there. Quote Link to comment Share on other sites More sharing options...
Atom Posted February 8, 2018 Share Posted February 8, 2018 If you are in DOPs you may also want to take a look at advecting particles. http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#Pop_advect_by_volume Quote Link to comment Share on other sites More sharing options...
hindukush Posted February 8, 2018 Share Posted February 8, 2018 You may do something like advect the particles from the fluid and then give them incandescence and alpha only when the fluid reach the value transferring them the attribute you whant to use...is more like it would happen in reality... Hope make sense... H. Quote Link to comment Share on other sites More sharing options...
nicoladanese Posted February 9, 2018 Author Share Posted February 9, 2018 thanks! I'm having hard times to get the source of particles right, look like is emitting from anywhere in the scene... test_embers_v001.hiplc Quote Link to comment Share on other sites More sharing options...
nicoladanese Posted February 9, 2018 Author Share Posted February 9, 2018 17 hours ago, hindukush said: You may do something like advect the particles from the fluid and then give them incandescence and alpha only when the fluid reach the value transferring them the attribute you whant to use...is more like it would happen in reality... Hope make sense... H. it does make sense! just looks a little too complicated...how would you approach? I mean I'm looking right now into emitting embers from the same source as the fire, then drive the particles with the velocity field from the pyro sim, you are talking about transferring opacity and incandescence from pyro to the particles based on proximity? Quote Link to comment Share on other sites More sharing options...
Atom Posted February 9, 2018 Share Posted February 9, 2018 Here is my integration of the advect example from the above link integrated into your test embers scene. It is a basic pop net that is driven by the changing volumes from the pyro sim. I have added some post popnet processing where I remove some of the younger particles as an attempt to keep only those older embers that might appear on the edge of a fire. But feel free to change up the processing of the points as needed. ap_advect_embers_v001.hiplc Quote Link to comment Share on other sites More sharing options...
nicoladanese Posted February 13, 2018 Author Share Posted February 13, 2018 hey! thanks a lot! didn't have a chance to look into it but I will asap! thanks! Quote Link to comment Share on other sites More sharing options...
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