Fluid simulation > what is "rest" field for? The rest field is basically a field storing the initial positions.
For a fluid sim, we can use a rest field for noise lookups in the shader to add apparent detail to your sims at render time. The rest field is advected along with the fluid and therefore the noise can look like it's moving with the fluid when you render it. Further, in houdini the default is to have 'dual rest fields' so that your noise doesn't get too streaky. You have two positions for looking up noise values that are reset every x number of frames, they offset in time from one another so that when one rest field is reset, the other is in full swing, then vice versa.
The noise crossfades into the other so that when you add noise to your sim, you get a smoother, and not as streaky effect. Rest2 vector type from Pyro2 is not readable in volume vop? 'duanxiaozhi', on 25 Sept 2012 - 9:58 PM, said: The aanoise return a negative value so you can not see it.you can only see 0 -1 in the viewpoint,if you want to chagne that,you can add a volume vizulization sop and remap the filed. aanoise returns value from -0.5 to 0.5 I re-mapped density in visualization node to be something like -1~1 but still nothing.
If I put voxel pos of original density to "pos" input of aanoise, it works but of course it does not follow the fluid motion.If I put rest vector volume attribute to "pos" input of aanoise, it displays nothing if I re-map the density in visualization. I've check the value of the density after it being multiplied with the output that I got from aanoise using "pos" input that I got from pyro - rest2. Pyro displacement and restfield? - Side Effects Software Inc. Pyro displacement and restfield? - Side Effects Software Inc.
Shader noise on rest fields. Gasmatchfield destroys existing field data?