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Learn how to create smoke and fire effects in Copernicus using Houdini’s COPs Pyro recipes and Pyro Block 2.0. This tutorial covers setting up pyro simulations inside COP networks, working with source and collision shapes, adjusting key solver controls, rasterizing 3D volumes into 2D images, and using lighting, emission, and VDB visualization tools to preview and refine pyro results.

This workflow is valuable for artists who want to understand how pyro simulation concepts translate into Copernicus while taking advantage of a more streamlined, image-based approach for creating smoke, fire, and explosive elements.

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COMMENTS

  • ped_trujillo 6 hours, 13 minutes ago  | 

    Muy buen tutorial.
    Será posible algún tutorial acerca de los dos nuevos nodos para Copernicus en H22, el nodo "Height to caustics" y el nodo "Height to refraction" y como combinarlo todo con la geometría en el nivel SOP para obtener esas nuevas causticas que quizá no sean 100% reales, pero sin lugar a dudas lucen increibles.

  • LukeP 3 hours, 47 minutes ago  | 

    Any way to inject micro solvers here? Collisions with 3d objects in the scene or interactions with RBD or particles?

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