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Ultraman

AfterBurn [ Houdini ] - Volumetric Particles Rendering

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Posted (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 by Ultraman

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Posted (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 by sebkaine
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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 

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