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COP Pyro ¶
New Pyro workflow simplifies the process of creating fire and smoke simulations in Copernicus. Instead of building large simulation networks, most setups can be created using a small number of nodes centered around a Pyro Block. The workflow is designed to work with minimal setup while still allowing simulations to be customized when needed.
Note
Although COP Pyro is in COPs, you need DOP level permissions to use it. This means that COP Pyro is not available in Houdini Core, but only in Houdini FX, Houdini Apprentice, Houdini Indie, and Houdini Education.
Examples ¶
There are several new Pyro Configure examples available through the tab menu in Copernicus. These are similar to shelf tools that put down networks of nodes for learning purposes. Typically these will act as a starting point to using Pyro in COPs.
Illustrates a minimal fire setup that can be used as a template for building fire in your scene.
Illustrates a rising fireball in a Pyro simulation.
Illustrates a slow moving candle flame with soot emission. It shows a more complex flame setup that can be used as a template for building flames in your scene.
Illustrates a simple rising dense smoke cloud. It can be used as a template for building smoke in your scene.
Pyro Configure Cigarette Smoke
Illustrates a simple rising wispy smoke. It can be used as a template for building wispy smoke in your scene.
Pyro Configure Large Smoke Plume
Illustrates a simple rising large and dense smoke cloud that is pulled by a strong wing. It can be used as a template for building smoke in your scene.
Illustrates a falling dry ice effect from a glass. It demonstrates setting up implicit surface colliders in Pyro, and shows how to add other nodes to the solver.
New COP Pyro nodes ¶
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Pyro Activate 2.0 changes the activation of VDBs in a Pyro simulation.
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Pyro Advect 2.0 advects VDBs by Velocity.
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Pyro Block Begin 2.0 start of a Pyro simulation block.
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Pyro Block End 2.0 end of a Pyro simulation block.
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Pyro Build Advection Map 2.0 constructs a flow map from a velocity VDB.
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Pyro Buoyancy 2.0 applies a buoyancy force.
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Pyro Configure 2.0 configures a Pyro simulation.
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Pyro Collision from Shape adds collision from pyro collision points representing implicit surfaces, into a VDB.
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Pyro Collision Shape creates points representing implicit surfaces to add collision objects into a Pyro simulation.
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Pyro Emit From Flame burns up the flame field.
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Pyro Source from Layer 2.0 sources from a layer’s envelope into a VDB.
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Pyro Source from Shape sources from pyro source points representing implicit surfaces, into a VDB.
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Pyro Source from Volume sources from a VDB into another VDB.
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Pyro Source Shape creates points representing implicit surfaces to source into a Pyro simulation.
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Pyro Velocity Scale Force scales fluid velocity based on the fluid’s current speed.
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Pyro Vortex Confinement Force applies a vortex confinement force to a velocity field.
Deprecated DOP Pyro ¶
The following nodes are deprecated in Houdini 22.0 and are scheduled to be deleted in an upcoming revision of Houdini.
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Pyro Solver DOP: Use the
Pyro Solver (Sparse) node instead.
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Smoke Solver DOP: Use the
Smoke Solver (Sparse) node instead.
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Legacy Pyro shelf: Use the SOP Pyro FX or DOP Pyro FX shelves instead.
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Smoke Object DOP: Use the
Smoke Object (Sparse) node instead.
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Smoke Configure Object DOP: Use the
Smoke Object (Sparse) node instead.
Simulation ¶
You can now create lightweight collision objects, simulation domains, and source volumes with new implicit surfaces. These are shapes defined by math instead of voxel grids, so you can combine primitives like boxes, spheres, and tori with boolean operations to build complex forms with no memory overhead, infinite resolution, and exact, accurate collision detection.