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Found 203 results

  1. Hi everyone, I'm attempting to export a pyro sim as VDB files for use in Maya 2017. I've followed a few tutorials but each time my VDBs are only 1KB each in size. Has anyone had experience with this process and could offer some advice? I'll include a copy of my hipnc if someone would like to take a look. Thanks for your time, Kind regards, Chris (AUS) campfire010.hipnc
  2. Hey guys, I'm doing a pyro sim and had to interrupt the simulation before finishing due to needing the computer for other work. Now I wanted to continue the simulation from a certain frame but I've run into trouble. I duplicated on of my .sc files and made it a .sim (maybe this doesn't work?) And tried to continue but it restarts the pyro (from that frame) and just resumes with the current source being fed into it. What is it that I need to do here? Thanks in advance! Cheers, Jack
  3. Hey guys, pls help me understand what's going on here: Check it out, on the RBD Packed node I can only use Bullet collisions (there's no other option in there) and it looks like the Pyro solver is using something else, like a volume collision. In this gif the RBD uses Sphere as collision representation and it's working perfectly fine, colliding with the original box shape: the proof: and the options avaliable: bullet.pyro.v1a.hiplc
  4. I'm in college and we just had a project to make something out of Houdini's many facets of VFX. I'm trying to make a muzzle flash for a rather large caliber fantasy weapon I've modeled (WH 40K if anyone's familiar) So far, my month has given me this. it does the job, sort of, by I can't help but feel...underwhelmed? Anything y'all can offer to punch this up into acceptable would be highly appreciated. BolterFlash5.hipnc
  5. Hey! I believe my problem is simple, so hopefully someone can help. The attached file is a pyro simulation. It runs fine, right? I want a higher res sim, so I go to the smoke object and set the resolution from .08 to .06, and some how it stops working!! If you go to the visualization, you can see that the fuel is there, but somehow there is no heat or temp or anything. What's going on here? How does changing the resolution stop the sim from working? Thanks flame_test.zip
  6. Hi guys I'm making explosion fx with box, (like lego movie) and how do you put explosion color on box?? I tried to get density, heat or temperature attribute and multiply ramp param but I think it doesn't work or I did wrong way. If you have any ideas please help me thank you CubeEXP.hip
  7. hi guys as the title says really i've got an anim i imported - i dropped down a trail sop compute velocity and now i want to turn that into normals. I tried attribute promote and a wrangle with @N = @V; but it didn't seem to work can anyone advise me how to go about doing this? end result is having some control of a pyro sim around a character eg smoke swirling up and around his limbs so i'm using a tip by Ben Watts to try and blend those animation normals/velocity with normals that simply face upwards. Theres probably other ways to do this but i've no idea and tbh this whole thing is just an guessxperiment heh heres the tut i was looking at....
  8. Hi GuysI faced a problem recently while rendering out my motion vector pass for pyro.I had cached out my pyro sim with a vel multiplier through volume vop as I did not want to change the shutter offset value more than 1 as it was giving me some artifacts.While rendering the motion blur what I get is fine as I have already a premultiplied velocity in my pyro cache.the issue is when I try to get a motion vector in my aov mantra doesnot show any info when I switch off the allow image motion blur option.When I keep it on then I get to see the aov. Strangely if I keep the allow image motion blur option switched off and put a value of shutter offset 1.1 then mantra starts showing the aov.I fail to understand this as I had already had vel multipler vop while caching it out and thus I dont need any shutter offset value(its at default value 1).NOTE: I tried h14 and h16 all same results.(just thought maybe due to some bug issue)Please advice.
  9. New tutorial at CMIVFX about creating fire and flames, check it out
  10. Hey guys recently I saw that rest field inside pyro solver, that I read at Stalingrad Article to create flames in SideFX site, but I dont have any idea how to use that , anyone have a document/explanation for this? Thanks
  11. I'm clearly being an idiot here. Can someone explain to me why if I render a pyro sim from two different cameras it looks totally different - even the alpha is different? One is wide and far the other is close up. One directional light, mantra. Is this a scattering issue within the shader? I'm using the stock pyro material but I've removed the flame colour bits and thrown in a heat>fit>ramp into the emitcolor instead.
  12. Hello, The effect I'm trying to create is a dragon fire effect, However since I've added new translation to the particle emitter and and container the simulation no longer runs correctly. I believe this is to do with the individual DOP networks yet I'm not sure. Any help would be great since I've been stuck on this issue for some time Thank you Dragon_flames11.hipnc
  13. 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
  14. 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
  15. 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!
  16. New quick tutorial explaining basics of Houidni clusterin for Pyro and creating flare effects. https://cmivfx.com/houdini-pyro-and-cluster-simulations
  17. 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
  18. 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?
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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
  24. 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
  25. 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