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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 3 weeks, 4 days 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.

    • PArcara09 2 weeks ago  | 

      I think a tutorial is in the works by the person who made the demos for the H22 launch. Keep an eye out for those!

  • LukeP 3 weeks, 3 days ago  | 

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

    • PArcara09 2 weeks ago  | 

      Hey Luke, for the "micro solver" question you can add nodes within the block to act similarly to some of the tools we're used to in DOPs. There isn't a 1:1 equivalence though, as this GPU solver has some restrictions that the full Pyro solver doesn't have. This solver is meant to be a bit quicker at the cost of complete flexibility.

      Any object collision should be able to be handled through the "Collision Points" on the first node of the Pyro Block.

  • AlfredoSMC 3 weeks, 3 days ago  | 

    You are the best teacher I could have chosen. Thank you once again, and please keep teaching. You're the best, Peter.

    • AlfredoSMC 3 weeks, 3 days ago  | 

      Just one detail: why can't I render it with the ROP Image COP?
      could you please help me figure out what's wrong with the ROP Image COP?

      • AlfredoSMC 3 weeks, 2 days ago  | 

        File Cache to VDB—no problem, I solved it that way. Thanks, Peter

    • PArcara09 2 weeks ago  | 

      Hey Alfredo, glad to hear you sorted your issue. Sorry I wasn't able to get back to you until now, I was off a SIGGRAPH last week. Also, thanks for the kind words.

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