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Found 215 results

  1. 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
  2. Made this little motion graphics intro with Houdini and C4D, rendered in Cinema 4d with Arnold
  3. 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
  4. 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)
  5. Mike Stoliarov FX artist reel 2017

    Hi! There is my fresh demoreel.Houdini, Maya , Real Flow.
  6. 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 ?
  7. 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
  8. 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?
  9. 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
  10. Pyro Clustering Tutorial

    In this tutorial we will go over how to set up optimized pyro clustering with oriented DOP containers in Houdini given a piece of geometry moving through a scene. This process will lower simulation time and be more efficient when saving to disk because there are fewer voxels. Link to Tutorial -> https://gum.co/TqUNR The tutorial is free though, if you feel like giving me some support I'd be grateful !! We first go over how to get things set up quick and easy and in the second half of the tutorial we make further optimizations using VEX. We'll look at how to rewrite cluster points to do exactly what we need it to, which includes rewriting the resample sop using VEX. An intermediate tutorial for those looking to speed up their pyro workflow and learn some VEX. Includes the scene file! Hope to see everyone leveraging these optimizations in the future and squeezing in those extra few iterations before deadline! You can reach me at trzankofx@gmail.com for questions or comments.
  11. Hi all, I have a big pyro simulation where I am clustering the simulation with multiple bounding boxes. The problem I have is that each primitive bounding box has its own density, vel , temperature fields separate. Here is a screenshot of how that looks: Is there a way to combine all those volumes and create one field for each?? Thank you in advance!
  12. Please, I just need a couple of pointers I've been trying to set-up a pyro simulation, have some smoke rise up and collide with an rbdobject. I've uploaded my hip file and written all my questions and problem explanations in there. Plus I think that it's much easier to understand if you have my hip file instead of me trying to explain it here in text form. Please take a look at it. The gist of it is : The smoke has a temperature field. And I've wanted to lower the temperature field of the smoke that comes in contact with the geometry so I've come up with the idea to give the geometry it's own temperature field and tick the temperature merge option on the pyro solver. In order to create the geometries temperature field I plan to make a volume mask to mask out the smoke's temperature field so that i'm only working with the voxels that make up the geometry and then lower their values, the result will then be the geometries temperature field. I've listed all the problems and explanations inside the hip file please take a look Any suggestion is greatly appreciated Thank you Houdini_DOPs_pls_help.rar
  13. Cloud Detail from Sop do Dop (Pyro)

    Hey guys, I'm trying to put a cloud from sops to use in a Pyro sim. Even though i'm using the same division size in both, the resolution looks very differente. Any tips on how to make it looks as close as possible from sops? Sops: Dops: Thx
  14. Hey guys, I think it's easier to explain with this images: Basically, is there a way to apply turbulence to one of the sources only? I'm not even sure if that's the best way of using 2 emitters so any tips will be very valid Thank's multi.pyro.v1a.hiplc
  15. Spark + hip file

    Download : https://www.dropbox.com/s/amy4f2smp8qt2m4/Spark - H16.rar?dl=0
  16. 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
  17. Pyro + RBD Packed, How collision works?

    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
  18. Change resolution breaks pyro sim

    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
  19. 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
  20. 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....
  21. Motion vector pass for pyro

    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.
  22. Houdini Flames and Fire Tutorial

    New tutorial at CMIVFX about creating fire and flames, check it out
  23. 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
  24. Rendering Pyro

    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.
  25. 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
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