See the Geometry output node.
The following examples include this node.
This somewhat complicated example is meant to demonstrate a simple workflow for simulating, storing, surfacing and rendering a particle fluid simulation. Three geometry nodes in the example are named Step 1, Step 2 and Step 3 according to the order in which they are to be used. They write out particle geometry to disk, read the geometry in and surface it, and read the surfaced geometry from disk, respectively. The example also has shaders and a camera built in so that it can be easily rendered.
The fluid animated in this scene models a highly-elastic gelatin-like blob of fluid.
For fastest speeds, the system needs to minimize copying to and from the video card. This example demonstrates several methods for minimizing copying.
Turns off DOPs caching. Caching requires copying all the fields every frame. Useful if you want to scrub and inspect random fields, not if you want maximum speed.
Only imports density to SOPs. This means copying only one field from the GPU to CPU each frame.
Saves to disk in background. This gives you the best throughput.
Uses a plain Smoke solver.
Displaying the simulated output in the viewport requires a GPU → CPU → GPU round trip, but this is required in general to support simulating on a card other than your display card.
This example shows how to create a low res - high res set up to support RBD objects. The two main methods are to reference copy the DOP Import SOP and feed in the high res geometry or to use point instancing with an Instance Object.
This example shows how you can use the file sop to do a delayed load of packed disk primitives to have multiple geometry samples per frame for rendering motion blur. If you save out the packed disk geometry, you're really only saving out the point geometry with references to the disk files (which is very light weight).
This example shows how you can use the file sop to do a delayed load of packed primitives to have multiple geometry samples per frame for rendering motion blur.
This example shows how the pciterate vop can be used to average together points returned by pcopen. First, a point cloud is generated with a floating point "check" channel initialized to 1 inside a circle in the x-z plane. Then, the points are filtered in a shader by looping using the pciterate vop and averaging the value of the "check" channel. The point cloud used in the example is stored inside the asset as points.pc.