OctaneRender® for Houdini® can render Houdini fluids as conventional polygonal meshes. Fluids animations are rendered with motion blur using the Houdini mesh velocity vectors.

OctaneRender fluids don't need interior surfaces to render SpecularAmount of specular reflection, or the mirror-like reflection of light photons at the same angle. Used for transparent materials such as glass and water. materials, so you should disable the interior fluid's Mesh node to avoid rendering artifacts. After building your fluid material in the MAT network, you can set this material in the MaterialThe representation of the surface or volume properties of an object. parameter of the Fluid object node (Figure 1).

Figure 1: Applying a Material to a Houdini Fluid object


To render fluids, the resulting converted Mesh needs to be Polygon. Polygon Soup is not supported. You need to enter the Fluid object node, locate the Convert node, and set the Conversion mode to Polygons (Figure 2).

Figure 2: Setting the Conversion to Polygon in the Convert VDBDreamworks’ open-source C++ library housing the data structures and tools implementation for storing and manipulating volume data, like smoke and other amorphous materials. The purpose of OpenVDB is mostly to have an efficient way to store volumetric data in memory and on disk. It has evolved into a more general toolkit that also lets you accomplish other things, such as fracturing volumes, converting meshes to volumes and vice versa. However, it does not include a computational fluid dynamics solver, and therefore it cannot procedurally generate smoke or fire. OpenVDB is fully integrated as a library in OctaneRender. For more information about OpenVDB, please see http://www.openvdb.org/. node