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Found 252 results

  1. Pyro Collisions

    Hi, I am dealing with some pyro collision problems. I have an explosion that is penetrating the roof collision shape. Part of the trouble is that the collision is fairly thin and the pyro sim is moving fast. I can make the collisions perfect by setting the substeps to a ridiculously high number, such as 10. What is a better way to deal with my problem other than high substeps? As you can see, most of the fire is colliding, but some seems to seep through. Thanks
  2. Hi ! I'm trying to distribute pyro simulation among several computers using hqueue And whatever i do i can not get proper results ! i've attached sample scene ! everything is done using shelf tools only (no custom multisolvers, etc.) as you can see the container, divided by 2 along X axis, looks fine ! but ! container divided another way looks wrong ! and i can not get what is the problem ! i just change slice division and nothing more .... distro.hip
  3. Explosion Rbd with pyro clustering

    Hi, i'm working on an explosion scene with pyro that existing from pop trails. but when i simulating my pyro, the area of sim is going bigger so much and killing me. i think there is a way like on that video is there any way to make multi containers like clustering my rbd explosion as like that for speed up sim? i attached the hip file that i found on web and learning from it. Rbd_Explosion_With_Smoke.hip
  4. Test destruction

    My work for January - February 2018. These are tests on destruction of 16 Houdini. I ask for your opinion on quality
  5. Smoke falling down

    Hello magicians! I found a cool picture and I thought I'd give a shot in houdini, here's the reference: } Here's what I have so far: Any thoughts to help get the effect on the picture? maybe advecting particles? Hip attached Thanks! smoked.hip
  6. Hey I'm having some troubles getting reflections of a pyro sim into a ground plane. everything was just fine, then I changed the sim starting from the shelf tool "candle", and for some reasons now I'm not getting any reflection whatsoever, I'm attaching my hip file, if you play through the fast sim and render a frame you will notice the ground is not reflecting the bright fire, and I'm not getting the reason... cheers! debug_refl_v001.hiplc
  7. resize fluid container, best approach?

    Hey! I'm emitting fire from an abject, the object is static but I'm culling part of the object over time to simulate a propagation effect. say that at frame 1 the object is not emitting, and at frame 40 is emitting from the entire surface. If I use the resize at first frame it snaps to nothing (obviously), so I can put a delay of 40 frames to be sure that the resize is including the source, but doesn't look like a smart thing to do as the first 40 frames are unnecessary slow...which approach would be the best? maybe I can add a tracking object which roughly replicate the spread of the emission? have a good day!
  8. Cable Overheating

    Hi everyone, For an upcoming project, I need to create the effect of an extension cable overheating. ie. holes being burnt in the plastic casing of a wire and then smoke emitting from them. This is a good reference, particularly the shot at 1:26 https://www.youtube.com/watch?v=jGPkkOU3Uf8 The problem I am currently having is that for smoke to emit from these little holes, the source volume has to be really tiny. This requires a ridiculously low division size just to get the sim to work, making it impossible to easily preview the simulation. I'm thinking there must be a better method for doing this, so if anyone has any suggestions, I'd be happy to hear them!
  9. pyro shader issue

    hi guys i have a problem about pyro shader. whenever i want to get render preview i see this error. i am using houdini 16. can u help me please?
  10. emit particles from pyro sim

    hey! I'd like to emit particles from a pyro sim, sort of a embers effect, so basically emit from areas where temperature is higher than a specific treshold. I'm using a volume VOP to bind the temperature, then a compare and a switch to use 0 where temperature is lower than and 1 where temperature is higher than the treshold. Now I don't really know hot to use this information to emit particles...I tried to map that on the density and maybe convert to a surface but no luck so far...
  11. fire propagation

    Hey! I'm doing a pyro sim and I need to set some objects on fire, I'd like to recreate a sort of propagation effect where an object is set on fire on a specific point and then the fire run across the surface. I found some example where some people suggest to go for the "real" solution, set a volume with density and low temperature on the entire object and inject some heat and let it go. that's nice but I'm looking for a more art directable approach, because I'll have to be very specific on when some part of the object will be on fire or not...any idea on how to approach it? thanks!
  12. pyro dust with camera move

    Does anyone have general advice for a long shot with a huge zoom out/pull back? I'm trying to create some lingering dust. I can simulate at high enough resolution to get a decent rendered look when the camera is pulled back and we see the whole sim, but I've got almost 200 frames at the beginning of this shot where the camera is zoomed in and looking at a small section of the sim. That part doesn't look like much right now. Is there any alternative to simming a whole dining room with 3 mm voxels? Any advice on slow moving, lingering smoke?
  13. Hi Houdini friends! I'm having some issues with getting velocity field to work with volume clustering... I made a simple example file (please see attached) to show this issue, and in my actual scene I've also tested with force and deforming static objects as collision, and both seem to work, but not with velocity field, and this velocity field will work if i turn off instancing on smoke object and fluid source with the same exact set up. Does anyone else had this before or have any idea how this is caused or workarounds? Thank you sooooo much in advance! Best, Viola cluster_velFieldIssue.hipnc
  14. - Hello everyone im trying to render pyro sim in maya and the problem is fire doesn't appear, instead it show blocky voxel like in the render my setup was : created pyro sim from shelf (Exploison) exporting the sim after converting it to vdb, load in maya via arnold volume (grid density) added aiStandard to the volume, than aiStandardVolume to shading group (in this stat only smoke is visible) So when i try to make emission type "channel" and the channel heat i get this blocky voxel issue Thank you
  15. Secondary combustion?

    Hello! I am trying to make an effect similar to these references: [link] (time 3:25) [link] I am somewhat new to pyro (but familiar with DOPs for FLIP and RBDs), and I have a simulation that looks like the "first" line of smoke, but I'm not sure how to cause secondary combustion (if that is something you can do?). Based on the reference it seems to work in 3 parts, starting with a stream of smoke, a small plume, and a larger plume. I'm unsure how to cause the simulation to have multiple plumes after the initial combustion, and have control over the size of that combustion. Any advice is welcome!
  16. Hi there, quite new to Houdini and I'm struggling to find documentation for something like this. I have a scene with a building where there are multiple fires starting at windows of varying sizes. This means I have different source volumes (fuel & temp, and a pump) for each window. I want to be able to render the pyro from each window separately and perhaps even have dynamic resizes for each source. The only way I could imagine doing this would be if it was possible to have multiple smoke object nodes that can reference different source volumes (the fuel & temp, and the pump). I saw that clustering exists but from what I understand it only accepts point sources? I am using a fluid source node building SDF from geometry to create the source volumes. What would be the best way of doing this? Thanks in advance and apologies if this has a very simple answer.
  17. Pyro collision velocity leak

    Hello guys, maybe anyone knows why on pyro collisions, velocity still leaks? Density works properly, but not velocity. Maybe there is some simple checkbox or it's by design and I should delete those velocities by some advanced hacks? Any ideas? Thank you! collision_pyro.hip
  18. Can`t find post. Pyro

    Anyone remembers in which topic one of the Grand Masters of Houdini explained PYRO quite nicely: disturbance, incoming velocities, getting rid of mushroom look, etc. Was a quite long answer and very useful, unfortunately I`ve lost the link to it. So if anyone knows what I`m talking about, help me out. Cheers Janis
  19. Hello guys, when i upresing pyro sim, CPU not calculating sim. it's spending 9 hours only 7 frames. i'm using Explicit Caches. Cached frame file size is 3GB. i don't know what should i do. Help me guys. Sorry my bad english....
  20. Smoke Solver Collision on Type

    Need a bit of help on a problem for a client, ( on an NDA as well ). Basically, I have a pipeline that shoots to Octane in C4D for the VDB usage and the smoke sim I made is fine and they are head over heels for it but the type (in the smoke) in the first frame is too pixelated for them and not high res enough. I've been trying to find the right amount of density and type space to keep the titles as sharp as possible but when I put them into C4D and play around about it's still exported in Alpha somewhat pixelated. Any ideas? I have a sample hip of the pig had at a reasonably replicated density to the pig but I need it to be more stoic. Smoke_collide_pig.hip
  21. Hello! I'm having a bit of dilemma here... Currently I have a setup in which I'm emitting particles from selected points on my mesh that drive the pyro sim. I'm using the source from points option to do this. It works but I'm lacking control of the velocity. Currently, I'm working on a group of points via the bindGroup option on the attribvop and altering the normal inside the vop. Nevertheless, is this a good way to do this or is there a better method to have particles emit from the gills to drive the pyro sim. Really could use some help on this... thanx!
  22. flame gradient shading

    hey guys! i m trying to make like reference image with houdini. but it's not easy how can make like this reference image?! i mean blueish -> transparency -> bright i need help! verrrrrrry thanks for any tips or advices.
  23. Pyro Problems

    Hey! I am simulating fire with pyro and I can't seem to get the shape I want. In short, my fire is lasting too long (not dissipating fast enough) and the licks in the fire are too big. It looks like the fire is being simmed at a larger space scale even though my scale is correct. I tried using gas dissipate on temperature to make the flames die faster, but it seems to get rid of some of the swirling motion. I see there is shredding, but it creates licks that are much too big. In maya, I had a space scale and then a setting called swirl. I could change the size of the swirl to get the correct lick size. What advice do you guys have? Thanks in advance
  24. Volume Light

    Hey all. I have an explosion and a volume light. You can see the effect of the volume light on the ground plane. My explosion is being composited and I need this light being created by the explosion to brighten up the ground so that it looks like the second image. What pass do I need to save this light information so I can use it in compositing? Basically, I want a pass of how the volume light affects the ground. Thanks in advance!
  25. Hi, I have two different pyro sims which I want to affect each other. Is it possible to use a source volume to import one of my sims so that it can affect another pyro sim? I tried doing this, but I could not get it working. One of my sims is cached, so preferably I would want to import that cached sim into my next sim to influence it. Thanks, Evan.