voxel to spline

 

 

This node will advect each particle along the velocity field and generate splines. \

Splines can be rendered directly as Arnold curves or user can convert them into a geometry by \

using a Spline to Mesh node..

 

 

[Inputs]

 

#Particle Stream - This pin requires a particle stream to be connected for Trail, Neighbours and Cluster types.

 

Enabled - Enable or disable node evaluation.

 

Grid - Select available grid from the list. Any voxel simulation requires at least one of the nodes - FumeFX Simulation Ref, Load Grid or Initialize Grid node.

 

 

Properties

Advect Type - This option lets user to choose how particles are going to be advected along the velocity field. There are four available options:

  • Single Step - Particles will be advected frame by frame.
  • Sub Steps - Particles are advected according to the Advect Stride value. This option is useful where there are high velocities inside the grid.

 

Advect Stride - Defines the maximum advection step stride. Value of 1.0 means that advection stride will be no greater than grid spacing.

 

Trail Length - This value defines trail length in frames.

 

Trail Length Var% - Per particle trail length variation..

 

Smooth Spline - This will create a smooth spline instead of linear.

 

Segments - Refinement steps for the smooth spline.

 

Knot Radius - Knot radius is used later during the spline shape meshing.

 

Spline Color - Defines a color for each spline. This color can be used from within Arnold shaders by using the User Data RGB Arnold Map and setting fxp_color for Attribute. Also make sure to enable Color export from the NodeWorks menu.

 

 

 

Display

Enable Display - Enable spline disply.

 

Display Reduce - Reduce the number of linear knots to display.

 

Show Knots - Display spline knots.

 

Knot Color - Set knot color for display.

 

Show Radius - Display knot radius.