Last week Germany was still under a massive heat wave. And an office doesn’t get colder by running smoke sims and rendering. That’s why I had to keep this one relatively short (let’s call it a speedrun): We’ll build a particle system advected by a smoke sim and demonstrate how to set up instancing in Redshift.
This one uses relatively few lines of VEX and the whole particle system even works without any VEX. Oldschool Houdini workflow I’d say. It still amazes me how quick Redshift is when it comes to rendering instances – just for fun the particles in the intro animation are a pighead, a torus and a platonic solid. Because why not… 🙂
Hi, what about the shading!? I am trying to achieve that exact look in a personal particle project and im not able to get it! I guess the gold redshift preset isn’t the best approach… haha! Thank you very much for the tut tho, the wrangle trick to instance is awesome!
glad you’re asking! We upload the render setups to most of our tutorials on our Patreon: https://www.patreon.com/entagma
… and I just uploaded the files for this tut 🙂
Have they changed the source volume node? There is now a volume source node, it does not have the same SOP to DOP options however
yes indeed. Sourcing has been reworked in H17, which is cool as it is a good bit faster in most cases. Have a look at our colored smoke tutorial to get an idea of the new sourcing workflow: https://entagma.com/houdini-17-quicktip-setting-up-colored-smoke/
Is there a way to add my point color to these instances?
Same question about coloring instances. Is it possible?
Yes it is 🙂
Add a point color to the points on which you’re instancing onto and assign a Redshift Shader which reads in the point color to the instanced geometries.
Wow, it was that simple? Thank you, Mo! You saved me!