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Pyro Distance Based Division Size [SOLVED]


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Hello Houdini Wizards!

I'm researching ways to optimise performance and file size when working with rocket trails travelling away from camera.
image.thumb.png.9a77b7ca231de621221039870ec7c616.png

 

I'm wanting a setup where the Pyro solver division size is more detailed closer to camera and less detailed the further the rocket travels into the distance.

Is this a case of simply having multiple pyro sop solvers with overlapping boundaries, each using different division sizes, or is there a better way to do this by creating the older style manual dopnet method and introducing some sort of boxed division areas to tell the sim what resolution to be throughout the depth of the scene?

I have attached my basic setup and would love some ideas or thoughts about this subject.
rpg_trail_v01.hiplc

Edited by GlennimusPrime
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This is my current solution. Wondering if anyone smarter than me has any better ideas?

I've used 'Labs Curve Resample By Density' to resample the rocket trail curve so there are more divisions closer to camera.
Then I've measured the curve length and remapped the attribute to a voxel division attribute along the length of the curve, with higher resolution closer to camera.
image.thumb.png.42f7adbeb940723f801b6798f248cd9d.png

Next I created a bounding box around each primitive section with some padding - Each box size and centre are then referenced into separate dopnets, along with the voxel resolution point attribute created from the curve.
image.thumb.png.3051889153f476aaebba39620af65a40.png

The result is multiple dopnets each outputting a different voxel division size from 0.01 to 0.1, with bound limits set to match the reference boxes.
image.thumb.png.dac7a857166a7067c6fe9bc16ca51d6f.png

File is attached if anyone has any better ideas?
rpg_trail_v02.hiplc

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  • GlennimusPrime changed the title to Pyro Distance Based Division Size [SOLVED]

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