

('vel' is the default name Houdini uses for volume velocity) Use the combo box to choose point.v, make the name 'vel', and the vector type 'displacement/velocity/acceleration'. This allows you to read other point attributes from your shape, and create a new vdb volume from it. Click the plus button, and it creates a new set of parameters. Again, many ways to do this, for now we'll re-use the 'vdb from polygons' sop.įirst, insert a point wrangle after the pig, and give it velocity that moves straight =
Sidefx houdini smoke how to#
Keep in mind that houdini lights default to physically correct falloff now, so often you need to boost their exposure by a few stops when you translate the light away from the volume.įor a smoke solver to do anything interesting, we need to tell it how to move. This can help with reading the shape of a volume, at the expense of performance. The viewport will render shadows within the volume if you go into a lit mode, and add simple lights.

Lower values means smaller voxels, which means more detail. To increase quality, lower the voxel size parameter. If you've been using sops for a while, you might expect to see all the voxels individually listed, in the way you see all the points for a polygon object. The geometry spreadsheet now shows a single 'point', the vdb volume. There's many ways to do this, the simplest is to start with a polygon shape, append a 'vdb from polygons' sop, and set the mode to 'density'.

10 Adding density and velocity noise to the source vdb.9 How do you know which connection goes to what on the smoke solver?.
