Hi,
this is what I tried and - well, it crashed Houdini:
Created a particle simulation- particles emitting from an object and sticking to the object on collide.
Then I created a sphere, piped that sphere into an isooffset node with “Fog” as output geomtery.
Now I imported the sphere using an object_ merge, piped the object merge into a copy node and then I piped my popnet into the same copy node (my common workflow for geometry instancing).
…The next thing I saw were lots ouf bounding boxes at my particle's positions. But that made Houdini use loads of RAM, it freezed and I could kill the process right before using all of my computers RAM (8GB).
If that hadn't crashed my computer I planned shading the fog Surfaces with the billowy_smoke material, but it didn't come that far.
So I bet there's gotta be another way….can anybody help?