yo @Fogelstrom not to toot my own horn but there’s a little section at the end of this blog post that goes into a similar kind of technique… you can generate “ribbons” of geometry or really any kind of surface and use it to drive volume shaders for nice sharp edges. it also means you don’t have to rely on pyro when things need to be more directable and less dependent on fluid dynamics.
Category: hou-effects
Archived post by Skippy
Skippy posted the source .hip for his amazing Popcorn Challenge.
Sounds like a good deal. drive.google.com/open?id=0B1QUhZEH_JGBemZ6Qjg5TWR4R3M
Just remember your side of the bargain. *flexes hands in anticipation*