Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

Search the Community: Showing results for tags 'pyro'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 183 results

  1. 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
  2. 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
  3. 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!!
  4. 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.
  5. 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.
  6. 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
  7. 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
  8. Check out the new tutorial about creating explosion with pyrofx in Houdini. https://www.cgcircuit.com/course/explosion
  9. 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!
  10. 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
  11. 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
  12. 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!
  13. 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!
  14. 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
  15. Hello everyone, Are you into pyro? Then you might like our new GridMarkets Houdini Artist Profile! Alex Halstead , Senior FX Artist at Iloura, shares his workflow for digital fire effects. I hope you enjoy his thoughts on how to create spectacular and believable digital fire, Patricia and the GridMarkets Team
  16. Hi guys! I recently work on this test of Pyro dust . i will try to do more soon. I used Arnold to render and pyroclastic method for the sim with scattered points for divergence. Render time about 15 hours on my machine... Can i have our feedback and advices. Cheers https://vimeo.com/206276685
  17. Hello everyone.I am working on a short movie using Houdini at work and the plan is to render the whole thing in a game engine, either Unreal or Unity, I know my way around Houdini Engine, but I cannot for the love of Pete find a way to export Pyro FX and Flip fluids to these engines for render, could anyone tell me if this is possible, and if yes point me to learning ressources on these subjects, many thanks for any responses.Gilles
  18. Could someone explain how to render a pyro smoke effect with redshift. I can render a basic volume by not a pyro. I would appreciate it some could provide a simple hip file with a basic sphere converted to any pyro with the applicable shader. I'm trying to get my head around how to connect a volume shader with a pyro.. Many many thanks
  19. Hey,I have a pyro sim, and for some reason, I am still seeing heat in the shape of the source. I turned off the source fuel and temperature, so why am I seeing this? BTW, it only shows in the viewport. When I render, I don't see it.Thanks
  20. Hey,I have a pyro sim, and for some reason, I am still seeing heat in the shape of the source. I turned off the source fuel and temperature, so why am I seeing this? BTW, it only shows in the viewport. When I render, I don't see it.Thanks
  21. Hi guys! Im doing some final touch ups on a project and I need some help with some particle behavior. Im re-creating a seahorse giving birth for a crowd and particles project and the babies (particles) look like they are shooting out like a machine gun but in the reference they are coming out more in bursts and are swirling around (being underwater of course). Im controlling the impulse birth rate and impulse activation in CHOPs (inside an OLD POP net) and I cant find enough docs or resources on how the advect by volume works in old pops. I tried to re-create Tokerus advect particles setup in my old pop net but to no avail. Ill provide the reference, what i have currently rendered and my .hip file. That would be great if someone could point me in the right direction. Thanks alot guys. Let me know if you have any more questions or if you need more info heres a link to the reference video https://www.youtube.com/watch?v=b_nEA3dtOZs and heres a google drive link to what I have managed to come up with so far https://drive.google.com/open?id=0B-mSmcQH6CSgNkp4NTlzRjg1Z0U Cheers Seahorse_Project_for_ODFORCE.hipnc
  22. 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.
  23. Hey guys ! I want to do a new project, its a rocket launch, I'd seen before a realy nice project : So i try to use pop advection for this effect but i ve this result : i give you my scene: test_simple_fume_wtpop2.hip what things i can change ? Thx
  24. Hi. So I have a volume from a pyro sim, wich has various vector fields like temperature, density, rest field..etc How can I acces these vector values in a volume wrangle, so I can do per-voxel suff with them? They are not attributes so I cant simply write @temp, @rest.... Can someone explain me also why those vector fields are represented as primitives in the volume object?
  25. 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