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Hey! Question about fast moving pyro sources. I included a scene which is similar to my actual scene. I have an object from which I want fire to emit. However, when the object starts to move quickly, the flames practically die until the source comes to a stop again. This seems realistic, like if you move a match really quickly. However, that is not what I want to happen. I still want fire even when the source is moving quickly. What can I do to fix this? Emit more fuel when the source is moving quickly? Should I link velocity to the scale of the fuel source? Is there a better way? Also, turning on fuel advection helps slightly. Any help would be appreciated. Thanks fastpyro.hipnc
In this tutorial we will go over how to set up optimized pyro clustering with oriented DOP containers in Houdini given a piece of geometry moving through a scene. This process will lower simulation time and be more efficient when saving to disk because there are fewer voxels. Link to Tutorial -> https://gum.co/TqUNR We first go over how to get things set up quick and easy and in the second half of the tutorial we make further optimizations using VEX. We'll look at how to rewrite cluster points to do exactly what we need it to, which includes rewriting the resample sop using VEX. An intermediate tutorial for those looking to speed up their pyro workflow and learn some VEX. Includes the scene file! Hope to see everyone leveraging these optimizations in the future and squeezing in those extra few iterations before deadline! You can reach me at email@example.com for questions or comments.
Hey Guys , i have a fast moving flip source , and cant get smooth shape , it look like emitter shape while emitting , i tried many different solutions like , putting time blend sop,trail sop , increasing substeps but always get same result . i had this problem in realflow too , but i fixed that by incearesing min substeps , but it didnt work in houdini , is there any solution for fixing this problem in houdini ? thanks
Hey all! Long-time lurker, first-time poster. I've learned so much from OdForce. Thank you all for everything you've done! I'm having a bit of an issue with fast-moving smoke simulation I'm trying to do. I've tried upping the substeps in addition to having the source geomerty strretch along it's path of animation. The particles emitting seem to work alright but the volume just isn't showing up. If you leave the noise-field on, you'll see that it's definitely emitting, but when you turn it off you won't see any smoke. Any ideas? I've attached the file. Thanks so much! plasma_Smoke_trail_004.hipnc