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Found 46 results

  1. flame gradient shading

    hey guys! i m trying to make like reference image with houdini. but it's not easy how can make like this reference image?! i mean blueish -> transparency -> bright i need help! verrrrrrry thanks for any tips or advices.
  2. Plastic Curtain on Fire

    Hey guys! Was just wondering what's the best way to melt a plastic curtain with Houdini? Something like this - https://images-na.ssl-images-amazon.com/images/I/51hzskGD15L._SX425_.jpg I want it to melt and shrink in a way the plastic material behaves when it's on fire. There are many melt examples out there using flip but I am not sure how will I achieve the shrinking effect. If you guys can come with any ideas or point me towards the right direction, that would be amazing! Thanks, bifrost
  3. Explosion with PyroFX Series 2

    New tutorial available at cgcircuit. Creating explosion https://www.cgcircuit.com/tutorial/explosion-with-pyrofx-series-2
  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 want to make flame in houdini like a campfire with firewoods. i got particles from my emitter but i can't see my firewoods in dopnet. just smoke and fire i have no objects. do you know guys what can i do for this?
  6. Pyro Clustering Tutorial

    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 The tutorial is free though, if you feel like giving me some support I'd be grateful !! 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 trzankofx@gmail.com for questions or comments.
  7. Houdini Flames and Fire Tutorial

    New tutorial at CMIVFX about creating fire and flames, check it out
  8. Hello, The effect I'm trying to create is a dragon fire effect, However since I've added new translation to the particle emitter and and container the simulation no longer runs correctly. I believe this is to do with the individual DOP networks yet I'm not sure. Any help would be great since I've been stuck on this issue for some time Thank you Dragon_flames11.hipnc
  9. New Quick Pyro Tutorial at CMIVFX

    New quick tutorial explaining basics of Houidni clusterin for Pyro and creating flare effects. https://cmivfx.com/houdini-pyro-and-cluster-simulations
  10. rendering fire, test renders

    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
  11. 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
  12. 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?
  13. FIRE IGNITION - TOO SLOW

    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!
  14. New Tutorial about PyroFX

    Check out the new tutorial about creating explosion with pyrofx in Houdini. https://www.cgcircuit.com/course/explosion
  15. Fire freezin

    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.
  16. FX Animator- Houdini Arist Needed

    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.
  17. FX Animator- Houdini Arist Needed

    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.
  18. 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.
  19. 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
  20. Fuel is trailing behind pyro

    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!
  21. Fast Moving Fire Simulation

    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
  22. Houdini fire effect on fire!!!!!

    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
  23. BURNING VEHICLES

    In this Topic i will post all of my vehicles burning effects and work in progress, Appreciations and critics are welcome
  24. Farewell - Short film (~1min)

    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
  25. Dynamic flame

    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!
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