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Found 12 results

  1. Strange pixelation in Fire

    Hey all, I'm getting some strange pixelation issues in my fire render. I was playing with various settings all night yesterday. I'd love to get past this part and start working on the look of it. Has anyone ran into something like this before? To give you an idea of scale, the model is 25cm. I would attach a .hip file but I'm using a bgeo cache for some elements, including the fluid source. Thanks for any help in advance
  2. Pyrofx smoke render issue

    Hey all, After following the billowy smoke tutorial I gave it a render but I'm having issues with the results. It doesn't look much like what I'm seeing in the viewport or what I've seen in other renders. It looks grainy, especially on the edges where it's less dense. I've attached a viewport screen grab, the render and .hip file. I'd really appreciate any help I can get with this one. billowysmoke_renderissue.hip
  3. FIRE IGNITION - TOO SLOW

    Hello! I'm animating a burning match, and here is my problem : The ignition starts too slowly, even if I set up a fast fire. Is there a way too fix this? This is the kind of ignition I would like to make : Thank you!
  4. 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
  5. PYROFX TO RIGID BODY

    Hello fellow houdini artists. i hope y'all having a great weekend, just a quick quest, does anyone know how pyrofx can be used as a source to destroy a rigid body wall or any object that has been converted into a RBD, or after setting up or after setting up my fracture can i assign a pyro "fireball" to be the collider of the Fracture ? rather than having a sphere... please check out the example attached and thank you very much
  6. Hi Guys, I have recently started experimenting with Houdini and have stumbled upon a problem I can't seem to find a solution to. I have a Pyro fx explosion setup and I would simply like the gas resize field to reach the maximum bounds of the container and then switch off. Currently, whilst the smoke is dying out, the resize container is scaling back down to the size of the emitter object resulting in a visible bounding box in the render. Any advice would be greatly appreciated, Thanks, Clive
  7. FumeFX VDB in Houdini?

    So I come from a Max background using Vray. I can load in VDB's from Houdini through Vray's VolumeGrid. I was trying to do the reverse; load in FumeFx VDB's into Houdini. I can load in the VDB's no problem and I see it in the viewport. However, trying to use the volume shader is entirely different. When I click the VDB in the viewport and go to the primitives view I can see Fume's channels. I'm not sure it's even possible but I attached a screenshot to better explain what I'm talking about. I would attach a .VDB file but it's 100mb so...But the scene is literally loading in the file and then has a transform to scale it down. Thanks!!!
  8. Hi guys, I'm quite new at this stuff and my English is awful so please go easy on me D: I've been following This tutorial trying to figure out how to make an explosion in Houdini and I've got pretty far but once he got to the rendering part i got lost. Can't for the life of me find out why all the tabs, options and other stuff are different and how to gain similar results. Can someone please explain to me how i could replicate his steps for rendering in 15th version since everything's different , also can someone explain why do i have to use volume visualization node in order to gain similar results in the scene view and does it affect render results in any way? Thanks
  9. Moving pyro emission direction

    hey im very new to using Houdini and im working on a moving object that is emitting flames, the problem is i need the control the direction the flames are emitted in, i want to emit on a 45 degree angle however the moving object seems to just force them out at 90 degrees. my hip file is linked below thrusters 2.hipnc
  10. Hey all! First time posting here. Been learning Houdini for quite a while. Loving the dynamic sims! Gotta admit its a bit different in terms of workflow which is why I am kind of stuck. So basically what I have set up is a torus which emits smoke for couple frames. In the dop network, after the pyrosolver I have a groundplane, gravity and magnet force(hooked to metaball to make the smoke from the torus expand radially outwards). I simmed this for 160 frames. Attached a file node after the output and wrote .sim files. I researched online and found that I have to plug this frame 160 simfile to initial state in the dop network and voila I get that expanded smoke shape on frame one. What I wanna do now is take this naturally expanded smoke shape and sim it so its kind of settling down on the ground. I don't want it to expand anymore but I donno why when I hit play on frame one, the smoke keeps expanding. I also increased gravity ridiculously high but the sim is somehow still not getting affected. SO, how does one set initial state in a way, Houdini doesn't remember the previous simulation data and takes this initial frame and starts affecting it depending on the forces in the dop network. I hope I am not confusing you. I will gladly post any other information you need to help me out. Thank you!
  11. Car Explosion

    Demoreel: http://vimeo.com/60884195 This is my final Demoreel shot along with the Breakdowns. I am looking for opportunity as an Houdini FX-artist in Vancouver. - I am using Pyro simulation in Houdini for explosion and fire on the Car's Body and I have setup custom Pyro cluster for the other pieces that are flying around. - For the simulation of the car I am using RBD solver instead of bullet because the motion of the Car is looking much better at the point of impact with RBD. - For bending / smashing the body of the car I have used a Sopsolver and a magnet force to bend the body at the point of Impact. and the velocity from the explosion as an initial force for the simulation of the car. Any comments will be appreciated
  12. Napalm Explosion (PyroFX)

    Morning everyone! This was done using PyroFX 2 in Houdini 12.1 using texture emission. The surreal look of the explosion is intentional. If anyone wants, I will be happy to share the hip file. https://vimeo.com/63142836 Cheers, Ari
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