how could I convert a pyro sim into polygons

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I just had an idea of how cool it would be to render fire as a glassy surface…so how does one convert the voxel's to polys?

thanks in advance.
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in your lowrespyro/uprespyro object
append isooffset SOP after visualisation node
increase Uniform Sampling to match your sim
set mode to Volume Sample and play with offset parameter to get the look you want
if you want to render this do not forget to set render flag to this node since it is on pyrofields node by default

this will do the conversion only on density field of your pyro object which is used to visualize the pyro in the viewport, but you can easily use any field

hope you get the idea
Tomas Slancik
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Method Studios, NY
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ops:

forgot to ask…how would you seperate the smoke from the fire…in order to vary the materials
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there are many fields inside pyro object (density, burn, temperature, heat, vel, fuel …)

if you look at visualisation node in lowrespyro/uprespyro object
under Geometry Data Path you can see density/Visualisation
this can be written only as density with the same effect
you can write there any of the existing field like burn or heat to get the flames

or you can just duplicate your object (supposing you have it set up like i suggested in previous post) and change the offset to get another range of the volume

you can also use Dop I/O node to import specific field(s)
it depends on your needs, i am not sure now if you are asking for volume flame from smoke separation for two pyro shaders or polygonal as the topic says. But anyways both are very similar to set up
Tomas Slancik
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Method Studios, NY
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i was curiously daydreaming…like of something almost impossible but cool looking…like giving each component of the pyro effect an shader that you would usually associate with them…and also for procedural modelling for illustration

I will try it out after work today… :twisted:

thanks for taking your time to answer
This is my blog on using Houdini http://urubolous.tumblr.com/ [urubolous.tumblr.com]
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