GN: Density and Color Values Transfer from Points to Volume

Hi there,
I have created a point cloud which is being emitted from the car tires, it is affected by force vectors and has PP_size, PP_density and PP_color. When I exit the sim_zone, I want to convert those points into a volume, which takes in account all of those:
– PP_size over life from 0.0 to 2.0 (avg Lifespan 2.0);
– PP_density (density) over life from 1.0 to 0.0;
– PP_color (color) set at birth (test-sake) to random RGB.
I tried to simulate density by duplicating points based on source point density. Before PointsToVolume conversion I check all values with Viewer and I see color feedback. However, the result of conversion is far from what is desired:

  1. the dust is emitted in correctly sized chunks, however the density is not fading from 100 to 0;
  2. the random colors aren’t there, and general color output is likely [0,0,0] i.e. I see black blobs when I connect it to princVol.color and emission is 0.

    In the Viewer node I can see, there’s one volume grid, which lists single line 0 | density | Float |FogVolume
    image

Please suggest feasible approach on how to transfer specific attributes to a volume.

Current blender doesn’t support custom attributes on volumes.

But there is new volume nodes in blender 5.0 beta that also support attributes on volumes, you can try it.

Info:
https://developer.blender.org/docs/release_notes/5.0/geometry_nodes/#volumes

Thank you for the idea. I am not familiar with beta-specifics:

  • can I import 4.5.3-built scene into it?
  • will I be able to use beta-scene in the 5.0 when it is released officially?
  • when 5.0 release is planned? if soon, then perhaps I can work on other aspects of the sim meanwhile.

What other approach alternatives might be there, if the aim is to achieve somewhat toony, yet semi-transparent shrinking/splitting/fading blobs?
Initially, instead of volume I was doing instanced icospheres, yet I could not get rid of those internal faces which shone through transparency. Tried converting to volume, then back to mesh, but then it was ugly slow and all my custom attrs got lost anyway.