Ultraman Posted March 25, 2022 Share Posted March 25, 2022 (edited) Hey, Guys .. Is there any Good Approach Render Particles as Volume ? have Really Fast Missile and not able to use Pyro and Prefer to use this Method Thanks for any help in advance Edited March 25, 2022 by Ultraman Quote Link to comment Share on other sites More sharing options...
sebkaine Posted March 26, 2022 Share Posted March 26, 2022 (edited) i would use hair curves or ribbon geo trail to art direct the trail. if trail are straight i would then worldcenter the head of the trail for the pyro sim. and then inject density / speed created from trail in a sparse grid. trail ribbon going the after burn way is really old school in houdini. BUT if you really want that you need a cvex vollume shader that pcopen per point attribute at rendertime. this might be useful to achieve what you want : https://www.orbolt.com/asset/SideFX::pointcloudvolume Edited March 26, 2022 by sebkaine 1 Quote Link to comment Share on other sites More sharing options...
Ultraman Posted March 26, 2022 Author Share Posted March 26, 2022 2 hours ago, sebkaine said: i would use hair curves or ribbon geo trail to art direct the trail. if trail are straight i would then worldcenter the head of the trail for the pyro sim. and then inject density / speed created from trail in a sparse grid. trail ribbon going the after burn way is really old school in houdini. BUT if you really want that you need a cvex vollume shader that pcopen per point attribute at rendertime. this might be useful to achieve what you want : https://www.orbolt.com/asset/SideFX::pointcloudvolume Thank for Many Tip Emmanuel Quote Link to comment Share on other sites More sharing options...
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