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Found 178 results

  1. 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
  2. Check out the new tutorial about creating explosion with pyrofx in Houdini. https://www.cgcircuit.com/course/explosion
  3. 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!
  4. 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
  5. 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
  6. 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!
  7. 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!
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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.
  18. 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
  19. 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?
  20. 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
  21. Hi guys, So have a explosion peice ive been working on working upto final render - now im looking for a way of efficiently seperating out each element (Base explosion, dust blast, shockwave, trails) - I would use deep but i know deep files get huge for volumes quickly and im not sure on how the houdini deep pipeline works. - I really dont want to add extra render time tbh, soo any handy or efficient tips? - thought about rendering each element seperately instead too rather than all together - but it would need the holdouts/influence off the other elements and tested this using force matte/phantom but couldnt get what i was after - would provide a hip file but i feel theirs no need this is more of a general how would you go about it? Will give me more control in comp and mean i can do breakdowns of the elements without rendering twice Thanks Chris
  22. Hi! I'm pretty new here and haven't played around with Houdini too much. I'm doing these little explosions as a way of learning the software and then sending it to C4D which is my main 3D package to render and composite etc. I'm trying to fire out how to make my particles to emit smoke and can't figure out no matter what. I read many topics on this but the whole node based thing is pretty new to me. What I did in this attached scene was basically have a particle animation I liked and then clicked on 'explosion' from the pyro fx shelf. It seems to add all the necessary nodes but I don't see any smoke coming from the particles, only these rainbow colored trails. Sorry about my ignorance, I know this must be so simple but I'm really stuck. Any help is appreciated Thanks explosion2.hiplc
  23. Hey guys, so had this odd viewport issue for a while with pyro - sometimes it will show it properly (with shadows lighting etc.) sometimes it will be solid white voxels and then other times black smoke with again no shadows - provided screenshots below to help! I thought it maybe a GPU problem - running a GTX 770 - i7 3.3ghz - 32gb ram - Turning headlight only on in viewport (lightwise) then clicking back to normal lighting sometimes fixes it but not always (Images below show the black and white viewport errors i was on about) rather than shaded white smoke
  24. Hello, I'm Trying to create a smoke cloud loop. After generating a sim and creating a bgeo sequence. I use 2 time shifts to offset my animation and use a Volume mix to merge one onto the other smoothly. But for whatever reason the first (and thus last) frame of the result it looks as if one bounding box is cropping the volume.. but if I do a lower resolution of the exact same sim, it's all fine! I can't figure out why, how to force a certain BB to be used. help or previous related post would be greatly appreciated. PS: also attached the hip file. SmokePuff_07_V1.hip
  25. Hello, everyone A simple question, it's basically the title. By "increase" I mean increase by a lot. Everything the same, just turning on "Use deforming geometry" increases the sim from 60 frames in around 8 hours to 7 frames in the same time From what I could see it really takes a long time in the "creating collision mask" (or something of the sort) step. I have the VDB of the colliding object already cached in a SSD. So, is this normal? Also, a side-question, when you use a static object in DOPs, does it use the Bullet Solver or the RBD solver by default? I'm sure I saw this question here before, but unfortunately I can't find it