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Found 7 results

  1. New tutorial at CMIVFX about creating fire and flames, check it out
  2. 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
  3. Hello, I'm trying to get particles to drive a pyro simulation to create a flamethorwer effect. However i keep getting random unexpected motion, I've tried sourcing the velocity of the particles to fix it but it doesn't give the look i want. I've attached my hip file Dragon_flames5.hipnc
  4. Check out the new tutorial about creating explosion with pyrofx in Houdini. https://www.cgcircuit.com/course/explosion
  5. candle_001.avi Hi, I'm trying to setup a candle melting in houdini using Flip with variable viscosity but I'm facing a couple of issues. The cold wax has a viscosity of 1.10^6 whereas the hot wax has a viscosity of 10. First issue: my hot wax always drags the cold one, how can I litteraly freeze the cold wax? I also would like the wax to be slightly pushed toward the center of the scene to always slide against the candle. But applying such force makes the wax go up due to the contraction (don't know if I make sence). Is there a way to aply force to a specific area ? I don't know how to use "mask field", and can't acces the exemple in the doc :/. Is It possible to do something like that: "If temp>50 + 5F then apply force" meaning waiting 5F after the temperature reaches the desired treshold to apply the force? I also would like to kill some particles like 20% when they reach a temperature treshold, how can I do such effect in dop ? sop? pop ? I have absolutly no clue. Then for the fire "room" (right next to the flame) I would like to use a vdb combine in substract but can't make it work « more A grids than B grids », can you enlighten me ? And last but not least I have some collisin issues with the chandelier, I might not be using the correct method. Once again what is the best way to you to get clean collisions? Thank you for your help candle.zip
  6. Hello there! I'm specialized in 3D animation, I work in Cinema 4D at the moment, but I'm a total beginner in VFX. I'm currently animating a car for a personal project, and wanted to try out Houdini for effects like flame, smoke, etc. I'm trying to learn the way the software work, but I still don't comprehend most of it, hence I'm asking for your help. Joined to this post is a hardware render of the animation of the exhaust of the car, and my trouble at the moment, is that I would like to make a flame to come off the exhaust at the end of the animation (some kind of turbo effect). The car (which contains this exhaust) rides along a spline, and I would like the flame to react to the direction of the car, its momentum, etc. Ideally I would place the flame inside the muffler of the exhaust, so that we can clearly see the flame coming out of it, But at the moment I have no idea how to make a flame follow a piece of geometry. I was planning to use the alembic file type from C4D to Houdini to import my scene with its animation (still on R16, I don't have the Houdini engine included) but then again I have no idea what is the best file type to export the simulation from Houdini. I'm using C4DtoA (Arnold Renderer) so I guess Open VDB? Most of these questions must be really basic and I'm sorry about it, but if you have the time to answer, I would be really thankful! TRIAL_EXHAUST_02.mov
  7. Hello Dudes, I have a candle flame with the pyro2 shader. We want this kind of shading. The problem is that the flame should only illuminate itself and nothing else in the scene. The emission ends up in the direct emission pass. I asked around and couldn't find a solution. How would you get rid of the emission of the flame in the indirect emission pass? I tried out the Billowy Smoke Shader, but it also has emission on it. If there is no way of doing this, we would just render out the flame in a separate image. Cheers, Johannes candle_flame_a_0004_jf.hipnc