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Found 231 results

  1. 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.
  2. 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
  3. Hey, Anyone else notice that turning on open cl in pyro solver creates an error after updating to houdini 16.5? All you have to do is use one of pyro's presets on the shelf then turn on open cl. Is this a bug or is there actually something wrong? thanks
  4. 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.
  5. 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!
  6. Giving a shape to pyro

    Hello all, Does anybody has an experience with giving a random shape to pyro? For example i wanna do a fire on crown shape but it will just stay on that shape. Normally i am giving a crown shape fire but after few second shape is getting out of the shape and becoming regular fire lol shape is disappear and big fire is coming.... I have tried to make a volume with crown shape missing inside and used for field but didnt work it out well. So , if anybody has an experience about that , i would love to see the file and learn. Thanx
  7. Hi, Not sure what is going on here, but if you create a dopnet inside a geometry node, scene lights wont affect pyro in the viewport. If you back out of the dopnet, then you can see the light affecting pyro. However, if your dopnet is at object level lights will affect pyro. Why can't my dopnet be inside a geometry node and have the scene lights affect pyro so I can see whats going on? Photo 1 is inside the dop net. Phpto 2 is inside the geometry node but outside the dopnet. Thanks smoketho.hipnc
  8. Pyro Emit Smoke Problem

    Hi, I have an explosion, but I cant seem to get the look I want. I want the initial blast to just be transparent fire then as it cools down become smoke. I turned on create dense smoke and adjusted the heat cut off so that smoke is only created once it reaches a certain "coolness". However, that heat cutoff function doesn't seem to work. It always emits smoke, it doesn't seem to wait for the heat to cool down before it creates smoke. As a result, there is wayyy tooo much smoke early on. So much that when you render it the smoke is over powering the fire. What can I do to just have flames then smoke as the fire cools? Here is a good example: https://vimeo.com/156039861 Thanks explosion002.hipnc
  9. Advice needed for pyro sim

    Hi Guys, I am currently working on a shot where I need to simulate an object falling slowly through deep water whilst bleeding (The more blood the better). Initially I began with a pretty simple setup, An emissive object, a collision object and a divergence volume which is being used for expansion. The problem I am running into is that I need the smoke to continually expand, whilst becoming more diffused and transparent, but to always remain in the sim. So I have disabled dissipation as I don't want to lose density, but this leaves me with a dense volume which isn't transparent or diffused. I would like the density that is in the sim to have an aged based blurring. I did try to achieve this with a gas dissipate and heat field but this still wasn't right. I have also spent time trying to tweak the pyro shader to achieve the desired effect but I am not having much luck. Below is an example of the look I am trying to achieve. Between 0:21 and 0:34 Any advice will be greatly appreciated. Many thanks, Clive Blood_in_water_odforce.hip
  10. Explosion with PyroFX Series 2

    New tutorial available at cgcircuit. Creating explosion https://www.cgcircuit.com/tutorial/explosion-with-pyrofx-series-2
  11. Changing smoke trail to combust

    Hello! I'm a total Houdini newbie, so if the answer to this obvious, I'm sorry! I'm trying to make a tire that follows a path using clustering, so I thought the easiest way to do this would be to change the sources given with the sky trail shelf tool and allow the simulation to combust. This mostly works, except one cluster randomly minimizes as soon as it is required in the middle of the path (after the third box appears). This does not happen while the simulation is just smoke with no fire. Any ideas what could be going wrong? plane_smoke_prototype4.hipnc
  12. Smoke & Mirrors ... a NYC post house needs an artist capable of create a macro demo with a biomedical feel. Should be comfortable with Flip/SPH Fluid, Particles, Pyro as well as procedural animation and deformations. This project is self contained so working remotely is a possibility. If you are interested you may contact me directly here for more info using PM here. Thanks
  13. Blood in water

    Hi Guys, I am struggling to achieve a believable blood in water effect. I was hoping someone could give me some tips or advise to help steer me in the right direction. Currently I am using a pretty simple pyro setup and sourcing a custom vel field, in an attempt to simulate underwater turbulence. I am also wondering if I may be approaching the problem in the wrong way and if there is a better solution. I've attached a scene file incase this helps. I have posted an example below of the look I am trying to achieve. Between 0:21 and 0:25. Essentially the blood flowing from the chunder and dispersing. Many thanks, Clive Blood_in_water.hip
  14. Hey, I am looking for advice on a good workflow for rendering and compositing a pyro sim with both fire and smoke. I know that fire has no density, only smoke. So, I turned on two image planes, one for smoke_mask and one for fire_mask. What exactly do I do once I am inside nuke and what are the intended purposes for the fire and smoke masks? How are they to be used together? Thanks, Evan edit: Do I need to render out fire and smoke separately or is one pass with both fire and smoke mask enough?
  15. Hi, Can anyone shed some light on how to use the gasBlendDensity microsolver? I haven't seen a working example of it anywhere. Here is an example scene with the fields setup, trying to blend between 2 volumes. gas_diffuse_blend_example.hip Cheers
  16. Hey! Question about fast moving pyro sources. I included a scene which is similar to my actual scene. I have an object from which I want fire to emit. However, when the object starts to move quickly, the flames practically die until the source comes to a stop again. This seems realistic, like if you move a match really quickly. However, that is not what I want to happen. I still want fire even when the source is moving quickly. What can I do to fix this? Emit more fuel when the source is moving quickly? Should I link velocity to the scale of the fuel source? Is there a better way? Also, turning on fuel advection helps slightly. Any help would be appreciated. Thanks fastpyro.hipnc
  17. Pyro Collisions - beginner question

    Factory_Ext_MainBuilding_Sim.hipHi, I'm just starting out with houdini so would really appreciate any help. I'm trying to create a fire burning within a building scene, but I just can't get the collisions to work with my factory building. I'm using fluid source from the building geo, then piping it into the pyro solver and sourcing collision from it, but the fire still burns through the building. I can see something in the collision field when I turn on visualisation in the pyro object, but it's showing only very small patches of the geo being used as collider. I need the fire to burn and billow out through the windows of the building. What am I doing wrong please? I would be grateful for any tips, thanks in advance! Factory_Ext_MainBuilding_Sim.hip Factory_External_MainBuilding4.obj
  18. Made this little motion graphics intro with Houdini and C4D, rendered in Cinema 4d with Arnold
  19. 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
  20. Hey everyone, I'm working on a Houdini 14 scene that I've opened in Houdini 16. I'm slowly converting the node network over to the latest versions and I'm getting "bad parameter reference" errors on a lot of the nodes. It's popping up on both the old and the new nodes. Does anyone have experience with this type of error and how to resolve it? I've tried googling and looking around for similar issues online and I havn't had a lot of luck. Thanks! Chris (AUS)
  21. Mike Stoliarov FX artist reel 2017

    Hi! There is my fresh demoreel.Houdini, Maya , Real Flow.
  22. Pyro Export

    Im working on a project that needs to be rendered in Maya. Question is whats the most efficient way to get pyro from Houdini into Maya. I have tried Houdini engine which works sometimes while other times it just doesn't load the asset properly. I have also exported VDBs from Houdini to Maya which was very simple. But the draw back with that is I cannot see the pyro in the viewport 2.0. Maybe some of you have some helpful tips ?
  23. fem object pushing pyro smoke out the way

    hi all so i'm trying a little test - a simple fem object that moves using target to help it along i want that shape to interact and push some pyro smoke out of the way... does anyone have any ideas? I'm wondering if i need to cache out the fem sim first and fetch that in then use it as a deforming geo? apologies as i cant share the scene as i'm at office pc :/ edit: I found this link below but i dont know if i'm over complicating it really... https://ceyhankapusuz.com/2017/01/20/houdini-solvers-mutual-interaction/ ta! ant
  24. Hi, i want to make flame in houdini like a campfire with firewoods. i got particles from my emitter but i can't see my firewoods in dopnet. just smoke and fire i have no objects. do you know guys what can i do for this?
  25. 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
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