Goldfish Posted January 10 Share Posted January 10 (edited) 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 January 10 by Goldfish Quote Link to comment Share on other sites More sharing options...
fencer Posted January 10 Share Posted January 10 Using volumerasterizeattributes for "v" attribute? Quote Link to comment Share on other sites More sharing options...
jonidunno Posted January 11 Share Posted January 11 This what you're after? Text_Drip_RnD.03.hiplc Quote Link to comment Share on other sites More sharing options...
Goldfish Posted January 11 Author Share Posted January 11 @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! Quote Link to comment Share on other sites More sharing options...
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