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Found 9 results

  1. Volumelight Fog Shader

    My open source solution to render volume light effects in Houdini Mantra based on the first part of this paper. Equiangular sampling (better sampling around light sources) Per-Light export Physically correct result Support for colored absorption (attenuation) Source code and example here https://github.com/somesanctus/volumelight
  2. I am adding the uniformvolume material to my geometry to get simple and quick fog. Works like a charm (the green example at the top). Why I get the enable dispmap warning, I do not know - displacement is not enabled. Now, if I plug in some more detailed colour information (bottom sample), the fog disappears completely. What am I doing wrong here? Plugging into the colour input is just one example. It seems this material doesn't like to get any inputs. That can't be right?
  3. Hi! Just want to share my last work, a magic reconstruction of a world globe. It contains DOP sop solver, smoke by color, advection by smoke and fog, basically. Hope you like it. Pol https://vimeo.com/207149300 Job searching as vfx generalist. https://vimeo.com/polvilla particles.mov
  4. I've been following the quick tutorial on the SideFX website that links to a vimeo video explaining 'god rays' in houdini; https://www.sidefx.com/tutorials/quicktip-light-beams-through-volumes-god-rays/ However at one point he rotates the camera to avoid looking directly at the box volumes edge because it renders with some funny banding effects. Is there really no other option than that? I tried using a tube but that's worse. I'm thinking it's kind of limited for animations if you have to hide or avoid the edges somehow but like the effect.
  5. Hi to all, i was preparing my source for a pyro simulation and i incurred in a weird artifact As you can see in the images i uploaded in the edge of the geo there is this weird blur, the problem is that even if i turn up the density or the division size i get this, it occours also in the pyro sims making everything look srange It couldn't be neither my video card drivers or houdini, i already tried reinstalling it without obtaining anything Any advice? I leave you the scene file Thanks in advance Volume_Vis_Problem.hipnc
  6. hi i`m houdini beginner so i don`t know as well i have lots questions... my question is i want make dust sotrm and fog effect in houdini and want make detail my pyro effect how can i use displacement at volume and how make more detail pyroclastic i tried manytimes but i can`t make nice result... please someone give me advice and i`m sorry i can`t use english aswell.. so my question is 1. how can make fog effect in houdini 2. how can i use displacement at volume 3. how can i make detail pyroclastic thanks for read my questions and sorry to ask basic at here i hope someone reply to my question have a nice day and thank you i`m looking like this dust storm - i looking like this fog - i`m looking like this pyroclastic
  7. Hello guys, I'm working on a scene with some atmospheric fog. The problem is that I can't find in which render layer the fog goes! It does appear in the beauty, but can't find it anywhere else. My theory is that the z-depth pass is used to create the fog in the beauty and thus I've tried to replicate the fog in comp using this theory. With success I might add. In Nuke if I shuffle out the z-depth, grade it and plus it with (for example) the diffuse (just quick and dirty) the same effect shows. Problem is that I can't recreate the exact same image (as if I would shuffle everything out and in again). I would love to create my own fog shader to output it to a render layer, but I don't have the knowhow. Also Houdini doesn't let me dive into the Z-Depth Fog node for examples. Does anyone know which render layer the fog ends up in? If not can someone give me a quick example of how to create my own simple fog shader? Thank you guys in advance, Russle P.S. Included a simple scene for review. Z-Depth.hip
  8. Silent Reel - peeling effect

    What do you think? https://vimeo.com/60872935 Peeling using Houdini 12.1 clouds and fog using Maya 2013 composited in nuke
  9. Hallo guys! Basically I have a scene with some lights, a fog object and a vlitfog shader. Then I have a plane (3d card) with a texture with alpha on it - what do I have to do to make the litfog use the alpha to project the correct shadows? Right noetting no shadow at all. Using raytrace shadows to test, and if I use a sphere instead of the card, it works... Tips and hints? If there isn't any nice way to do this, any ideas? I was thinking about scattering points on the card, project the alpha texture on top, cut all the points that aren't white (so alpha=1), and brutally particle meshing them...at least that way mantra would have a proper geometry to work with... Thanks! EDIT: I realize it might be a surreal request as I get that to be volumetric...it should have a solid object. Just wondering if there was a way to cheat it aside from creating actual geo from the picture! (which I'm doing now)
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