... Connect Particles to PyroCluster?
With PyroCluster it is possible to create volumetric dust and smoke clouds, and change their properties over time. We assume that the PyroCluster shaders have been created already. Now, follow these steps.
- Add the plugin, load the particles, and enable Setup > Keep order of particles. This option maintains the particles' Ids during the entire simulation to avoid flickering.
- Change the plugin's “Radius” parameter under “Display” to 0, because you do not want to render particles, but PyroCluster clouds.
- Add a “Particle Geometry” object from Simulation > Thinking Particles.
- Group the “Particle Geometry” node under the importer plugin and keep it selected.
- In the “Attributes Manager” you will find a slot, called “Particle Group”.
- Open Simulate > Thinking Particles > Thinking Particle Settings…
- If there is only one sequence loaded then drag the “All” particle group to the empty slot. If you have grouped multiple emitter sequences or want to apply the same PyroCluster shader to all emitters then it is also possible to apply the appropriate group to the “Particle Geometry” object. In scenes with multiple emitters you can also select one of the entries under “All” and drag it to the slot.
- Assign the PyroCluster shader to the “Particle Geometry” node.
- Start the render process.