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Advect Particles with Volume Created from POP Fluid Simulation (unable to figure out how to generate velocity field)


Goldfish

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Hello,

I'm having trouble with an effect in which I'm trying to set up a velocity field on a volume that I created from points output from a POP Fluid simulation. In the end, I'd like to advect a separate particle simulation with said volume but I'm unable to figure out how to generate a velocity field on the volume I'd like to advect with. I'm familiar with advecting particles using the result of a pyro sim in which the pyro sim output has a velocity field on it. Where I'm currently stuck is the step in which I generate a velocity field on the volume generated from the POP fluid sim. I've successfully created a 'moving' volume from the POP fluid sim and have unsuccessfully tried many methods to generate a velocity field on the volume (volume velocity node, volumevop, etc.). I'm clearly not understanding a fundamental concept here. Any help would be greatly appreciated.

Text_Drip_RnD.02.hiplc

Edited by Goldfish
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@fencer That was it! So simple. THANK YOU. I was getting hung up thinking that the POP Advect By Volume DOP node required the three velocity volumes (vel.x,y,z) and that simply rasterizing the point velocity (v) was not sufficiently generating a velocity field.

@jonidunno Thanks for your help. That's close to what I was looking for but it appears that setup won't advect just any collection of particles. I ended up needing to create a velocoity volume for the effect to be as flexible as I need. Really cool effect though!

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