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Found 38 results

  1. I've done upresing the smoke-only simulation, but never done the pyro(with fuel field). When I tried to upres my explosion simulation, I get the similar shape/motion as my low res one, but not the same density/heat/temperature. I would assume it's because gasupres DOP doesn't have the 'gas released' parameter, which would work with my source volume and affect the initial density/temperature/heat of it. What am I missing in this work flow?
  2. Hi all! I'm doing some research on rendering pyro explosions, and here's the result of my comparison between mantra on houdini and renderman 21 on maya using a vdb cache from a pyro explosion. https://vimeo.com/218752467 my thoughts I'm pretty happy with both of them, fire looks detailed as I expected from the hi res sim, and I like the way the light scatters through the smoke and lit it. renderman version came out "hotter" in terms of color than the mantra one, but I guess is something to do with the way blackbody radiations infos were passed to the emission component of the shader, so I can probably get closer one to the other by remapping values in a slightly different way mantra pros render the explosion with mantra was fast in terms of setting up the scene, and the shader is much easier to play with. It's also nicely setup when you create the pyro sim, so you can get a nice looking fire in a few click. cons I found render time slower than renderman, and I couldn't find a way of getting rid of the huge amount of noise in the meshes lit by the explosions (especially when the core of the explosion is brighter) , although my render settings are pretty high (I think): pixel samples 9/9, min/max ray samples 1/9 with noise level 0.005, diffuse and volume limit 5 renderman pros I managed to get faster frames with less noise on the surrounding environments cons set up the shader was kind of a pain compared to mantra. I needed to import fields and remap some values to make them work with PxrBlackBody, nothing too complicated but far more slow compared to mantra I'd really like to get feedback, ideas, personal experience or anything you'd like to say about it
  3. pyro fx

    Hello! I'm animating a burning match, and here is my problem : The ignition starts too slowly, even if I set up a fast fire. Is there a way too fix this? This is the kind of ignition I would like to make : Thank you!
  4. Hi everyone, I'm currently working on a blast/pyro effect, and I need some advices about fast colliders. I've fast moving collider that doesn't affect correctly my pyro. the solver seems to be unable to correctly evaluate the motion of my object. Any idea about how to solve this problem. I've a simple animated VDB collider (2 fileds vel and collisionvel) Cheers Bertrand
  5. Hi, I am creating a "velCombined" attribute which I would like to print as a float value which I would then be able to copy/paste relative references. I was not able to find out how to do specifically that. Please help Thanks
  6. Check out the new tutorial about creating explosion with pyrofx in Houdini. https://www.cgcircuit.com/course/explosion
  7. I'm trying to create "simply" effect which will freez my fire simulation. Currently I have just sphere with standard explosion preset from shell and I would like to create on this fire kind of ice surface to get freezing fire effect. I was thinking that I should first make sim and cache it and after this step I should make layer with this vdb converted on surface and make some noise on it but it can cost me so much pain.. Do you have any other solution how should I start with it? There is also hard to find any references on the internet so I cant paste here anything Hope you can give me some usefull tips in which way should I go and play with it. Simply hip file always welcome.
  8. FX Animator If you are qualified and interested please email Angela at ageier@laika.com with your reel and resume. General Summary The FX Animator is responsible for creating Character and Environment FX, and elements for lighting and compositing to support of the visual style and narrative of the film. They will also be involved in the collaboration of creative and technical tools and workflow. Essential Job Functions Design and create the look of computer generated FX and elements through shot production. Under the supervision of the CG Supervisor, VFX Sup and/or Director help establish and follow the look of the film. Troubleshoot creative and technical issues. Partner with the Modeling, Texturing, Lighting and Compositing and help support each departments’ FX integration issues. Maintain a high level of quality while working on multiple projects, both looks development and shot production under aggressive deadlines. Perform technical work in support of shot production using various production tools. Qualifications Bachelor’s degree in Computer Science, Animation, Art or other relevant area of study and/or equivalent job experience. 3+ years of high-end production experience in television or feature films as an FX artist and/or TD. Experience in producing effects such as smoke, fire, clouds, water, steam and explosions. Knowledge of applicable software and platforms including Maya, Renderman and Houdini REQUIRED. Working knowledge of Digital Compositing in Nuke. Experience with advanced lighting techniques such as Global Illumination, HDRI, subsurface scattering and real world lighting set ups, a plus. Experience with 3D paint packages, a plus. Modeling, Texturing and/or Lighting experience, a plus. Disclaimer The above statements are intended to describe the general nature and level of work being performed by people assigned to this classification. They are not intended to be construed as an exhaustive list of all responsibilities, duties and skills required of personnel so classified.
  9. FX Animator If you are qualified and interested please email Angela at ageier@laika.com with your reel and resume. General Summary The FX Animator is responsible for creating Character and Environment FX, and elements for lighting and compositing to support of the visual style and narrative of the film. They will also be involved in the collaboration of creative and technical tools and workflow. Essential Job Functions Design and create the look of computer generated FX and elements through shot production. Under the supervision of the CG Supervisor, VFX Sup and/or Director help establish and follow the look of the film. Troubleshoot creative and technical issues. Partner with the Modeling, Texturing, Lighting and Compositing and help support each departments’ FX integration issues. Maintain a high level of quality while working on multiple projects, both looks development and shot production under aggressive deadlines. Perform technical work in support of shot production using various production tools. Qualifications Bachelor’s degree in Computer Science, Animation, Art or other relevant area of study and/or equivalent job experience. 3+ years of high-end production experience in television or feature films as an FX artist and/or TD. Experience in producing effects such as smoke, fire, clouds, water, steam and explosions. Knowledge of applicable software and platforms including Maya, Renderman and Houdini REQUIRED. Working knowledge of Digital Compositing in Nuke. Experience with advanced lighting techniques such as Global Illumination, HDRI, subsurface scattering and real world lighting set ups, a plus. Experience with 3D paint packages, a plus. Modeling, Texturing and/or Lighting experience, a plus. Disclaimer The above statements are intended to describe the general nature and level of work being performed by people assigned to this classification. They are not intended to be construed as an exhaustive list of all responsibilities, duties and skills required of personnel so classified.
  10. Hi, I am an experienced Software Engineer with a good eye for Visual Effects. I have over more than 10 years of experience in developing advanced software systems for simulation and animation companies. In addition, I've invested that last 5 years exploring and educating myself all about Visual Effects. Below is my demo reel. Please check https://www.linkedin.com/in/khaledabdelhay for more details on my technical/artistic skillset.
  11. Hello everyone, I am trying to achieve an effect similar to the video bellow: Explosion I am currently working on the secondary arrowed smoke that rises right after the explosion. My problem is that I cant seem to figure out how to make the beginning of the arrow sharp and also I want the smoke to expand significantly more after the initial arrow (check attached image) I am currently doing this with an emitter, is that the right way to go or I should use another technique like creating velocity arrows and using the pump relationship? Any other advice on creating this effect or on fluid simulations in general is welcomed. Thanks a lot
  12. Hello all, Currently I'm working on a project where I am lighting the back of a train on fire. The geometry for the train is tracked from footage, so it is moving through 3D space. My current problem I can't figure out is that the fuel I created is leaving behind this long trail that slowly dissipates. This is causing these streaks of fire to appear behind the train in my renders. I tried advecting fuel and raising the flame contribution and just changing all the settings around. But most of the time when I try this method, there is little to no burn occurring. I also tried doing a sim with the bounding box clamped on to the back of the source so it won't trail. Then isolating the fuel and 'copy'ing it into the real sim. The first image is the shape of the fuel source. The second image is what the fuel trailing looks like after the train started moving. Any help will be greatly appreciated!
  13. I'm trying to simulate a flaming knife.The knife is moving really fast with changing accelaretion.I used particles emitted from the knife as source.I also transferred the velocity from the knife to the partilces. But the fire can't keep up with the knife.I turned on fuel advect and turned up substeps.still can't get it to work. Is there a way to solve that? Thanks I attached a hip file and a abc file of the animated knife. blade.abc fire_blade_shot01_v03.hip
  14. Hey guys, Just made a fire in Houdini 15, go check it out, https://vimeo.com/173249803 https://www.youtube.com/watch?v=rp851gDQZk8&feature=youtu.be thanks Goodmanhoudini
  15. In this Topic i will post all of my vehicles burning effects and work in progress, Appreciations and critics are welcome
  16. Stew of cellphone footage with a speck of VFX spice. Enjoy! Role: Photography, Editing, Design, Post-Production and Direction. Audio: Kasabian - "Orange" Shot with an iphone 5. CGI done in Houdini. http://cargocollective.com/pedrokobuti
  17. Hi there! I've been trying for weeks to reproduce the flame as shown in the video below, thinking that the main trick would be to get the sources and the pyro solver shapes to pulse really fast, but no luck so far. https://youtu.be/aCpBT3sIPc4?t=80 (from 1:20 to 1:27) The sourcing is being done from 3 overlapping circles that I've animated/deformed to get it to look like the base of the flame in the video, then I created the fuel & temperature volumes with loads of animated noises, created a separate pulsative CHOP animation for the disturbance, shredding, and turbulence, and I've tirelessly played with all the settings from the pyro solver and the source volume. Not sure what to try next. Any tip to achieve this kind of look? Cheers!
  18. A bit RnD with Pyro, smoke, fire and color advect. http://24eff.com/#Lets_play_Pyro
  19. Hi guys, I thought maybe one of you can help me out here. I'm simulating some mid-scale fire and am getting these banding issues, both in the viewport and in the render (picture and .mp4 attached.) It looks like the fire is being cut into thin slices, which are static and DON'T move with the flames. Unfortunately I can't post the scene file, but I'll try to describe my setup as best as I can. First of all, source is static. Nothing to worry about. No crazy velocities go into the sim, in fact, this problem persists even if I set my fluid_source velocities to None. Bounding box scale is rather big, 166, 105, 210, voxel grid is [333, 210, 421] which is already quite a bit of resolution IMO. I'm using the pyro solver, max substeps set to 2 (I thought this would help get rid of this problem, but it didn't) and under Projection my Multigrid iterations are set to 3. Shape settings don't seem to be important regarding my banding problem, if I switch them all off, I still get the same artefacts. Advection type is Modiefied MacCormack, Advection Method is Trace. Buoyancy Lift is quite high, 120, but as you can see in the video the banding appears to be static, it's not moving with the fluid, so I don't think this is the problem. Any ideas? This is driving me nuts! Thanks, Manu pyro_flame_banding.mp4.rar
  20. Ok so I'm fairly new to Houdini and I'm looking to get some work in my portfolio. http://www.shutterstock.com/video/clip-5698274-stock-footage-fuse-burning-dynamite.html?src=search/RvH7RbuOgXv_US--SyRC1w:1:1/gg I really like this clip ^ and would like to try to recreate it inside Houdini. So far (don't laugh!) all I have is a few scattered points following an object using attribTransfer. Then those scattered points are emitting high speed particles to emulate the sparks coming from the burning fuse. I was then going to add particle trails and glow effects - is this an advised method? The outer part of the wire is being deleted based on the transfered Cd value, and the inner wire is being displaced based on this value too. Also, in the video, the burned part of the wire that has that really nice charring / melting motion to it, later falling away under gravity, is scaring me - not sure how to approach that! Any tips from you guys on how you might approach this would be awesome. Thanks
  21. Just a fun little exercise, trying to control flames coming from a fast moving object.
  22. Hey, I was wondering if there is a better way to approach creating a looping flipbook fire? Peter Quint has a great tutorial on using time shift to create a loop but it looks like it's cross fading. Could something be done at the comp level, ie: rendering out 'x' number of frames, finding similar frames? Or is there something you can do with the volume data to make it look the same at a user defined frame. Thanks
  23. Houdini pyro quick explosion test using particle source.
  24. with a bit of timeout from learning destruction i try to dig deeper into Pyro, Smoke and Explosions. And i have a Senior Maya Fluid and Maya FumeFX Background so solver and setups are no mystery for me. And so there are a few questions that maybe somebody has to explain to me and light my mind. in Maya and Fume fuel that is pumped in the sim - is ignited and then it is completely burned - in houdini, everything i have seen , tried and test it, shows me that the fuel field is added to the sim and added and even if ist burned the field is added. only deactivating the source volume stops fuel from beeing added. but then in the next Frame the whole fuel field is gone and even the former added fuel has disappeared also... is there some microsolver node i have to put in the sim or do i miss something else ?
  25. Hello everyone, I have been trying to use upres tool from the shelf. It works perfectly when my source for pryro is "fluid source" in SOP level. But when I change my sourcing method to particles the upres tool doesnt work. Does anyone have any solution or a different method to upres the pyro? I have attached my file as an example. Please let me know if anyone finds a solution. Thank you very much. Advait test_fire_v002.hip