mono and rgb source in the new H22 pyro cop

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I'm feeling a bit unclear on sourcing shapes in Houdini 22's new Copernicus pyro solver. What's the right way to source mono or RGB layers into the pyrosolver?
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mono as pyro source solved
what about rgb now?

please sidefx let's keep coherence with old recipes and setup

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pyro.png (175.0 KB)

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For RGB do you mean turning that into velocity?

Fyi, various nodes work with vdbs that you might not expect. Blend, Add, Subtract, etc work with vdbs. Fractal noise 3d also works with vdbs.

If you’re not talking about velocity then I believe you can pass other vdbs into the feedback input and they’ll be advected along with density and velocity.
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For RGB do you mean turning that into velocity?

Fyi, various nodes work with vdbs that you might not expect. Blend, Add, Subtract, etc work with vdbs. Fractal noise 3d also works with vdbs.

If you’re not talking about velocity then I believe you can pass other vdbs into the feedback input and they’ll be advected along with density and velocity.

no velocity, sourcing out pyro with a color field
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If you’re not talking about velocity then I believe you can pass other vdbs into the feedback input and they’ll be advected along with density and velocity.
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Here's an example. It's a bit convoluted but you can advect color vdbs that aren't density or velocity, but you still need density and velocity.

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PyroAdvectColor.png (2.7 MB)

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for advection of custom fields you can also use Advect Feedbacks parm in Advanced tab of Pyro Block End, just specify names of fields in feedback cable that you want advected
it will be more efficient as it will use already computed advection lookup

however for Color workflow you may want to also track the alpha or you can call it color_weight and correct it every substep otherwise the advection will likely fade it to black pretty quickly

for a simple example of something like that you can look at Pyro Configure Color Smoke recipe in H21, even though that is just keeping track of the weight and compensates at the end which is risky for longer sims
Tomas Slancik
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tamte
for advection of custom fields you can also use Advect Feedbacks parm in Advanced tab of Pyro Block End, just specify names of fields in feedback cable that you want advected
it will be more efficient as it will use already computed advection lookup

however for Color workflow you may want to also track the alpha or you can call it color_weight and correct it every substep otherwise the advection will likely fade it to black pretty quickly

for a simple example of something like that you can look at Pyro Configure Color Smoke recipe in H21, even though that is just keeping track of the weight and compensates at the end which is risky for longer sims

Neat! I didn’t know about the advanced tan option.
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