Pyro

  • New parameters to apply gravity to fluid, scaled based on density, which results in denser regions of fluid falling faster. This is useful when simulating dust or dirt. These parameters are available in both SOPs and DOPs.

  • New internal pressure projection method decreases simulation time by approximately 5%.

  • A new Karma pyro shader based on MaterialX supports both CPU and XPU.

  • New Match Field if It Already Exists parameter on the Gas Match Field DOP, which matches the reference if the destination field already exists. You can turn this option off if you want to create a field that doesn’t exist, but leave alone any field that is already present.

  • Boundary Collisions renamed to Ground Planes with an added Height Field option on the Pyro Solver SOP. By default, smoke operates in an open container, which causes the smoke to vanish when maximum bounds are reached. This allows you to add implicit walls which smoke cannot move past, forming stronger collision boundaries than normal colliders.

    Example: Smoke colliding with cave ceiling.
  • Volume Sharpen provides blending options that can be used to sharpen pyro fields. Note that this only works on volumes, so it won’t work if you export VDBs.

  • New mx_ VEX noise functions. Every version of mx_cellnoise, mx_perlin, mx_voronoi, and mx_worley VEX functions now has a variant that accepts integer periods along each axis.

  • Pyro sourcing using packed sets is now able to add the instance point’s velocity attributes to vector fields.

  • New Gas Reset Inactive DOP that resets fields to their background values in areas that are not active according to the stencil field.

What’s new in Houdini 20