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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.

Pyro Configure Fire

Illustrates a minimal fire setup that can be used as a template for building fire in your scene.

Pyro Configure Fireball

Illustrates a rising fireball in a Pyro simulation.

Pyro Configure Candle Flame

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.

Pyro Configure Billowy Smoke

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.

Pyro Configure Dry Ice

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

Deprecated DOP Pyro

The following nodes are deprecated in Houdini 22.0 and are scheduled to be deleted in an upcoming revision of Houdini.

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.

What’s new in Houdini 22