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Found 192 results

  1. 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
  2. Hi guys ! I'm trying to make a afterburner, jet gas exhaust effects, but I'm struggling right now. I looked at the Pyro Jet Exhaust HDA from SideFX (https://www.orbolt.com/asset/SideFX::pyrojetexhaust). I opened it and look how it works but I still can't understand. There is no combustion, no flames, no smoke, is it just fuel/gas ? If this so, how can I make it collide with an object ? Like when a rocket beginning to launch, the afterburner collide with the floor. Thank you for your help guys
  3. I'm gradually trying to learn various of Houdini's solvers (primarily cloth, pyro, and bullet for now) and I'm slowly getting to grips with how they work individually. What I'm struggling to understand, and also struggling to find good learning resources for, are the ways to create interaction between multiple solvers. I'm interested in setups for one-way interaction (eg. pyro affected by bullet/rbd sims) but even more keen to understand two-way (or more) interactions. For example, how to have cloth and bullet (and perhaps pyro as well) all working mutually in a dynamic simulation, all affecting each other. Can someone point me in the right direction towards learning how to combine different solvers together? Are there generic ways for doing this (in other words combining cloth and bullet would involve the same understanding/setup as combining pyro and cloth), or does every solver/combination have its own idiosyncrasies when trying to combine? I found this video about combining pop and bullet solvers: https://www.sidefx.com/tutorials/combining-solvers-with-a-multi-solver/ I assume a good understanding of the multisolver is key here. But the multisolver doesn't accept the cloth solver as an input, so it seems like there must be more to it than that... Any help much appreciated!
  4. New quick tutorial explaining basics of Houidni clusterin for Pyro and creating flare effects. https://cmivfx.com/houdini-pyro-and-cluster-simulations
  5. 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
  6. 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?
  7. Heya folks, I've been trying to test out a setup where a volume inherits color from geometry which in turn is used to color smoke simulations. I have a attached a file with my setup - where I'm initializing a tempCd field and then transfering that to a Cd field with gas calculate and then advecting Cd with vel. However, the issue with the sim is the fact that it refuses to initialize multiple colors. I hope somebody can help me figure out how to troubleshoot this issue. Thank you! smoke_color_sim_test.hipnc
  8. Hi, I'm trying to match this flame look for pyro. I have 3 major challenges: - the flames are not sticking to the geometry and travelling along it while keeping the shape (more or less) - the base colour of the flames (close to the emission point) is white at the base and I would like to get the white in the 'middle' of the flame as in the reference. - I cannot have a very specific emission source for fuel because that gets very visible and overexposed (white) while the flames are faded to lower luminance values (orange, red). Playing with the emission sources doesn't bring me close enough and it is very difficult for the flames to clump together (or go towards each other) while keeping their individual shapes (at least for 3-4 frames). Also it is impossible for me to make them crawl and warp around the burning object. It seems that i miss a attraction force that keeps them to the surface and control their shape. Playing with velocity fields makes them only going away from the object and loose the shape very easily. It seems that I'm missing something. Any advice to were to look would be very much appreciated. UPDATE. A second media file was added for better understanding of the issues. Thank you! Cheers, Cristian fireRef.mov fireRef2.mov
  9. Hi everyone, I am trying to bend some trees using a rocket exhaust. I have created a pyro sim for the rocket exhaust, which I have cached cached. I have also created trees in L-systems and made them in to FEM objects. I have been able to use a magnet force in the FEM simulation to deform the trees, but I want to use the pyro sim to force the trees to bend. I assume this is possible, but I do not know how to connect the cached pyro sim to the FEM simulation. I have been trying to use the FieldForce DOP with a SOPvetorField plugged into the data, but I have no idea how to configure these nodes. Can anyone help me with getting this to work? Thanks! Dan l-system_test_04.hip
  10. Hello guys, i'm beginner of Houdini. My English really bad... i am started own little project. i called it "RUIN" My low res sim looks okey, but high res fluid sim looks bad. how to find issue, Masters Of Houdini??? it's test of sim. Thank you RUIN_ISSUE_FLUID.mp4
  11. 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
  12. 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
  13. Hello, I am a third year student and have just started using Houdini this year. Whilst doing a basic pyro effect using the shelf tools, I want to render an effect I have applied to an alembic cache animation (done in Maya). I don't want the person to be rendered out but I want the effect around her to be rendered. I tried applying a shadow matte as a material, however, when I do render tests, the whole effects is visible when parts of the character should be covering it. Is there a way to fix this? And also, is there a way to make the fog vanish just before the end of the scene? Also, I was wondering if there was a way to match the Houdini scene to Maya scene? I have tried importing the Maya camera in as an alembic but the camera animation doesn't work and the scene doesn't match to Maya. I understand Maya works in cm whilst Houdini is in M... thats all I know though... I have attached the files! Thank you!!! I hope this made sense! Sorry I'm asking so much!!! Shot_3_v2_002.hipnc KT_Scene_3_v2.abc
  14. Hi all, I'm trying to create the effect of a tyre burnout, like in this topic; customise pyro emitter. However, I'm trying to achieve the effect on a much smaller scale, and with 4 wheels instead of just one. I'm finding a few issues at the moment. The first issue is with the fluid source for the pyro sim. I can't seem to get the fluid source to accurately represent the shape of the wheels, unless I reduce the "Out Feather Length" to a near zero value. I also need to decrease the division size massively, which is obviously slowing down the sim. Is there a more memory/time efficient way of representing the wheel shapes in the fluid source? Secondly, when I run the pyro sim (with the best fluid source result I could get), the velocity from the wheels don't seem to be effectively moving the density in the sim. The fluid seems to be just randomly emitting from the wheels and floating about. I have a feeling that these issues are going to probably boil down to reducing the sim resolution, however, it just seems to be running far too slowly for me to effectively iterate on the sim. Any ideas would be greatly appreciated. Scene file attached. OdForce_fluidSource_v01.hip
  15. So...I'm trying to create this effect: I've tried what I suppose would be the "standard" method. Create an emitter, add velocity from normals, add some curl noise, add white water, add mist... Unfortunately it doesn't even come close. It seems that there are multiple fluid streams occurring at the same time, with multiple high velocity injections blasting into the main spray. If I attempt anything like this with a fluid sim there is suddenly fluid everywhere, and the injections just add to the overall sim. I'd really appreciate any ideas how I could go about setting up a sim that could get me close. Pyro? Fluid? Smoke? Thanks so much in advance!!
  16. I run a pyro simulation (flames), using Houdini 16 non commercial, cached the sim (120 frames) using the import_pyrofields node (save to file->save to disk). I can see the cache in the hard disk 115MB file. But when I try to play in the sim after clicking load from disk, I hear a weird noise (this happened on two different days, the noise has to do playing the simulation), and the sim is completely frozen on the last frame I had played. Even if I go back to frame 1 you would see exactly what in the picture. Any idea what I may be doing wrong? After closing and reopening the file, I no longer hear the noise but the simulation is still frozen on the picture you see no matter what frame I move to.
  17. Hello guys, I am a new Houdini user, and my english is limited, may I try to say my problem with pyro simulation by my limited english. recently I did an explosion by pyro simulation, this simulated from 20 to 120 frame, the simulate smoke hang on in the air that looks like doesn't move forward, just stop in the air from 50 frame to 70 frame, then smoke start move again after around 70 frame. I try to figure out what reason makes smoke stop in the air. I thinking the problem could be collision object, maybe some collision pieces are too close that makes smoke can't through those object. every one have any idea? pyro smoke smoke and collision Thank you so much guys.
  18. Hey guys, So I saw this series of photographs by an artist called Marcel Christ and wanted to produce a similar effect. Here is a reference image: I have been trying for the past few nights and wasn't able to get anywhere close to this look. There is a lot of detail once the smoke leaves the source and I wasn't able to replicate that. Is it a matter of having a lot higher resolution? Here is a render of what I have now: Current file: 0018_od.hip Also there is a test on Vimeo by Jeong Yeon Son that looks great: I don't get how to produce so much density from these seemingly small sources (the density seems to increase after it left the source..) I'm going to continue working on this and try different things, if anyone can take a look at my current file or has an idea I would love to hear it! Cheers H H X
  19. Check out the new tutorial about creating explosion with pyrofx in Houdini. https://www.cgcircuit.com/course/explosion
  20. Hey Guys, I am pretty new to Houdini so excuse the noob question. I did a pyro sim and saved it for 120 frames as .sim cache. Client asked for extra frames so i came back and simulated extra 100 frames. When I render I get the proper render for the original 120 frames but for the remaining 100 frames I have a frozen frame at F120. In my cache files I can see the size changing so it seems like the sim went all the way, but in the view port I cant see it (It is frozen after frame 120) and in the render it only renders upto 120 and then frozen frames. I tried re simulating the whole sim for the entire 220 frames but it sill gives frozen frames at 120. SO I am a bit confused as to what should be my next steps to trouble shoot this issue. Cheers!
  21. Hey guys, I'm trying to use HQueue for flip simulation. I believe I set up the machines correctly as the HQueue server distributes render jobs successfully. And the jobs are done well. The problem I have is distributing simulation. I followed the direction from the HQueue help. Nothing special. However, the working stops all of a sudden in a certain frame. Actually, I tested both volume slice and particle slice for different kind of fluid solutions. And the same problem comes out around 10 frame. No more proceeding. But the render manager shows "running" that means the HQueue is working fine. I guess this is definitely an error in spite of no error messages because HQueue stops anyway. There's no clue. I'm totally stuck on this point. These pics are from a sliced pyro sim but actually a sliced flip sim has the same problem. Anybody has experienced this problem? Or give me a hint for solving this problem. This actually drives me nuts. OS: windows 7 professional x64 SP1 HOUDINI: 14.0.201.13 the server and clients are all same. hq_flip_02.hip
  22. Hi Jellyfish Pictures in London are looking for an experienced FX artist to work on a major feature. You will be joining a small team working on a very exciting project, responsible for producing pyro and associated fx elements. We are looking for someone to start very soon - if you are interested please drop me a line with a link to your reel: dave.cook@jellyfishpictures.co.uk I look forward to hearing from you! Dave
  23. Hey all, This is my first week in houdini and I've hit a snag. I want to test out moving a static object through some pyro smoke that has an initial state to see how the smoke interacts with the object. I'd like to make iterations on that object (change the size, shape, etc) but whenever I update the geometry, the geo in the pyro_sim node isn't updated. I've followed this tutorial for RBD objects (https://www.youtube.com/watch?v=ruqn0_ec2UQ) but I can't seem to translate these concepts into the pyro solver. Any thoughts? Thanks!
  24. fireballs

    Hey guys, i'm working on a personal project involving fireballs. I could use some help to get flame trails. Right now the flames are going straight backwards corresponding to the velocity of geo which is fast. Any tips or tricks to get those flames look interesting? I have tried negating the velocity before plugging it into fluid source. Tried emitting from particles. Both doesn't work. Thanks!
  25. effect

    hi, everyone. I'm student in japan. I'm sorry.I use only bad english. btw, I reseached to move RBDobjects by pyro sim. I use POP Advect By Volume. but, it's not going well. Where are I going wrong this way. if you know a different good way. Let me know. Please. test_RBD_moving.hiplc