[Sidefx-houdini-list] Billowy Smoke not "sticking" to Volume primitives

David Johnson daveinengland at gmail.com
Thu Feb 26 10:40:32 EST 2009


The Billowy Smoke likes to have a "rest" attribute on the volume. I'm not
sure how to implement it for your setup, but see if you can use that to help
your texture stick.

Dave

On Wed, Feb 25, 2009 at 1:13 PM, <craigleehoffman at aol.com> wrote:

>
>
>
>
>  No- the volume shapes animate via a VolumeMix expression based on $LIFE,
> etc.
>
> -c-
>
>
>
>
> -----Original Message-----
> From: Louis Dunlevy <louisdunlevy at gmail.com>
> To: sidefx-houdini-list at sidefx.com
> Sent: Wed, 25 Feb 2009 1:07 pm
> Subject: Re: [Sidefx-houdini-list] Billowy Smoke not "sticking" to Volume
> primitives
>
>
>
>
>
>
>
>
>
>
> Can you instance the volumes instead? Then your "object" space is going
> to be very clear cut.. just a thought
>
> craigleehoffman at aol.com wrote:
> >
> > Haven't investigated this too much, but wondered if anyone had a quick
> fix for
> this.
> >
> > Basically I have a Copy SOP copying Volume Primitives onto moving
> particles
> and I noticed when adding the Billowy Smoke shader from the Material
> Palette
> that the Noise doesn't follow the Volumes as they moved.? I dove down into
> the
> Shader and set the "restpos" Node from "Texture" to "Object" and still no
> dice.
> >
> > Since I am dealing with Volumes, is the proper thing to create new
> Volumes for
> x, y, & z Rest Position attributes like you do for motion blur velocity and
> then
> reference those attributes in the shader?? Or is there something easier?
> >
> > Thanks,
> > Craig
> > ?
> >
> >
> >
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> >
>
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