Since a lot of people are asking me about this setup I thought it would be a good idea to update the setup for H19.
The logic is pretty much identical to part 1 and 2. The differences are the following:
- Pyro sim : I'm using a more modern Pyro workflow.
- Cigarette Smoke Setup : I simplified the logic a bit. More specifically I ditched the Smooth SOP inside the Solver, and replaced it with a way faster Point Wrangle solution.
- Render : using now Karma XPU ! It's so ... so much faster than Mantra. The volume renders just fine in Karma XPU without any shader assignment. I have very briefly and unsuccessfully tried to assign a volume MaterialX Volume shader following these instructions. If anybody succeeds please let me know !
- Trivia : I've added a couple of fun advection experiments :
- advecting a grid to see what happens to the UVs (spoiler : nothing good)
- advecting rows and lines of the same grid.
Please find the hip file here and let me know if you've questions or suggestion.
Hello and thanks for you help, I did try your method, is indeed a good way to have smoke effects.
ReplyDeleteDo you know the Josh Clos method?
https://cgsociety.org/news/article/3575/dynamic-effects-in-4k-with-josh-clos
He used cracatoa renderer engine to pixel render advected particles and increase the number of instances with a different value of seed (Wedge in houdini).
The result is incredible..
I will be happy to have your thoughts about it!
This video ist so cool;)
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