Emitting smoke from debris in Houdini.
Make sure that the dop import in the rigids_src are set to fetch unpacked geometry from DOP network
The point velocities on the DOP import should be instantaneous point velocities
cache the output from the DOP
- Lower the life span
- cache it
- add a point vop to add noise to the vel. Turbulent noise, multiply v, increase the amplitude to around 8. Increase the frequency to around 4.
- add @density and @pscale. Add a point wrangle. We get the density by dividing the @age attribute with the copied relative ref to the life span of the debris source. This will get us a normalized value. Since we want the density to start at 1 and dercrease we subtract the normalized value from 1. Set the @pscale = @density
- popobject, popsolver, popsource
- on the popsource make sure that the Emission Type is set to All Points
- We could set the variance on the attributes tab on the popsource to 0. This will make the particle follow the debris src tighter. The variance adds + - 1 to the velocity.
- on the birth tab of the popsource, set the life expectancy to around .2 and life variance to .1
- if we want the particle velocity to be lower we can lower the inherit velocity on the attributes tab of the popsource. set it to .25
- we could use a DOP I/0
- the DOP network is the particle_sim
- the DOP node is the particle_sim/popobject1
- cache it, time shift if necesary
- one object merge, import the debris_src and the particles_out.
- add a point wrangle to lower the pscale, @pscale *= .1
- add Fluid Source node
- Set Stamp Points as method on the fluidsource scalar volumes tab.
- lower the Division Size on the scalar volumes tab on the settings tab on the fluidsource to 0.05 (this will give us a higher “resolution”)
- add noise on the scalar voulmes tab, grain to 1, element size 0.8, turbulence 7
- add curl noise on the velocities volume tab on the fluidsource, scale 0.5
- cache, time shift
- object merge in the simmed rigids
- connect to VDB from polygons
- on the VDP from polygons add an point.v attribute. Select the vector type Displacement/Velocity/acceleration ( note that the SDF in a VDB the values are negative on the outside of the surface and positive on the inside, the values are reversed in a native houdini SDF (iso offset))
- maybe a cache
- smoke object, pyro solver & source volume