I am working on a tornado simulation and wanting to render particles as volumes? I have been trying a few techniques such as copying geometry to the particles with an isoOffset node and rest node attached and applying a billowy smoke shader but I can see the noise swimming across the textures. Not sure whether that is noise or shadows. I have seen a couple examples in the past where you export the particle data to 3ds max and render it. I have no experience with max and would like to stick to houdini to make things a little simpler.
Is there a better technique to this in houdini?
My goal is to render tornadoes as clouds with self shadows.
I am also attaching my renders as a movie files.
Rendering tornadoes using Houdini?
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- Anonymous
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- Neoblink
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- Anonymous
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- pclaes
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Download the “fx tools” shelf and have a look at the heavy smoke.
There is a space transformation taking place inside the shader. It does require your particles to be written to disk. You can open up the asset and modify the particle system. Or rip out the transformation part and use it for your own purpose.
This might be of interest to you too:
http://forums.odforce.net/index.php?/topic/8527-power-noise-volume-shader/ [forums.odforce.net]
There is a space transformation taking place inside the shader. It does require your particles to be written to disk. You can open up the asset and modify the particle system. Or rip out the transformation part and use it for your own purpose.
This might be of interest to you too:
http://forums.odforce.net/index.php?/topic/8527-power-noise-volume-shader/ [forums.odforce.net]
Cg Supervisor | Effects Supervisor | Expert Technical Artist at Infinity Ward
https://www.linkedin.com/in/peter-claes-10a4854/ [www.linkedin.com]
https://www.linkedin.com/in/peter-claes-10a4854/ [www.linkedin.com]
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- Anonymous
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