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Found 120 results

  1. Hey all I am working on a shot that needs ink to morph into a Heart then into a Ship. I have the base of the effect , although my last morph is a little quick,need to figure out how to slow the ship morph down a bit. But my main issue is my particle advection isn't working correctly. The particles are inheriting velocities but they are not following the smoke sim correctly. They don't form the desired shape even though the pyro sim is. I have a scene attached if anyone could help it would be appreciated. Kraken_MAIN_Ink_Effect_09.hip Ship_Mod_v01.obj Heart_Mod_v01.obj
  2. 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?
  3. 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.
  4. 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
  5. Spark + hip file

    Download : https://www.dropbox.com/s/amy4f2smp8qt2m4/Spark - H16.rar?dl=0
  6. FLUIDS - ALPHA PROBLEM

    Hello everyone! I have a problem with my alpha, when I render my clouds separately (what i don't render is in matte shading) I end up with weird alphas in compositing. Do some of you have the same problem, or is there something obvious I'm missing? Thank you!
  7. This is a personal project i've been working on in houdini . so hope u like it .
  8. Smoke From POP

    Hi. Im new to smoke simulations and are no good at expressions. I have a simulation where I need to emitt smoke from particles. I want my smoke to burst/explode for just a minimum of time right after my particles dissapear/die. Like boiling bubles or something like that. Is there a good way to set up my smoke sim, so it starts from each particle in just at the end of my particles life and then make it explode? thanks for any help File to project: ToForums.hiplc
  9. Dust/Smoke Shockwave

    Hi guys, This is something I've been looking around at for awhile, checking different solutions and testing them out. But I just wanted to check what you guys find to be the most effective way to create a shockwave from f.e. an explosion. Any and all ways are welcome, I'd just like to know what you find works best for you. Cheers, Jack
  10. Smoke Target Force

    A quick Houdini smoke simulation done in a day. This was done by using the gas target force microsolver. Hip file attached - feel free to take a look! Cheers, Mark run_smoke_v002.hipnc
  11. 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
  12. SMOKE TRAIL : MERGE CONTAINERS

    Hello! When I make a smoke trail, it makes several containers for the same smoke. This is something I love when I make the simulation. But when I export it to VDB and try to render it, it only renders a black cube. I discovered that it was because the simulation had several containers because when I filter it with a Blast and choose only one containers, I avoid this problem. Would there be a way to merge all containers into one? Thank you!
  13. New Quick Pyro Tutorial at CMIVFX

    New quick tutorial explaining basics of Houidni clusterin for Pyro and creating flare effects. https://cmivfx.com/houdini-pyro-and-cluster-simulations
  14. Hi, I am creating a "velCombined" attribute which I would like to print as a float value which I would then be able to copy/paste relative references. I was not able to find out how to do specifically that. Please help Thanks
  15. I've been asked to quote a job where we would be doing large scale building demolition vfx work. Basically 15 seconds of animation where an old shopping center is destroyed by explosive charges, falls to the ground + lots of smoke and dust. Then a new shopping center rises from the ashes. The animation will be merged with either aerial footage or ground based footage filmed on location. There will be two locations to destroy, so eventually this means 2x 15 second animations. We may have the possibility of drone captured aerial footage of the surrounding location and old shopping center. This may provide the options for photogrammetry reconstruction of the old shopping center. Also we should be able to get our hands on architect viz data, probably max or sketchup files for the new shopping center. I'm looking for some houdini help to run the destruction simulations and smoke effects. I'm a maya guy and need a talented houdini artist to help. If you have experience in this + a reel to show I'd love to take a look and talk.
  16. We need a Volumetric Smoke Explosion similar to the first one in this video… It is to be placed into a simple motion graphic piece (replacing the Shutterstock footage)… https://vimeo.com/216282325 password - smoke We need it early Sunday 7 May (Sydney, Australia time). Very soon. A more detailed brief is below. Please email if you are available. Thanks. info@jasonmarshall.com.au +61 407 045 482 (Australia) Brief… As you can see in the WIP video, there are 2 base colours.. orange & purple. Please supply… 1 x Volumetric Smoke explosion that can be easily re-coloured in After Effects OR 2 x Volumetric Smoke explosions… 1 x Purple and 1 x Orange (see RGB values below) Orange (RGB values) R- 219 G - 129 B - 46 (Hex Value - #db812e) Purple (RGB Values) R - 115 G - 82 B - 157 (Hex Value - #73529d) The Volumetric Smoke explosion must start in the centre of the screen coming directly towards the camera. Smoke must look great on a white background. Must be supplied with a transparent alpha channel. Must be rendered at a high frame rate (50fps or higher) / slow motion so we can speed ramp it in After Effects. Duration (at normal speed) 7 seconds. (longer in slow motion) Dimensions up to 4K would be great but minimum dimensions are 1920 x 1080. Delivery time - WITHIN THE NEXT 24 HOURS We need it delivered early Sunday 7 May (Sydney, Australia time).
  17. 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
  18. Hey everyone, I'd like to try and create a tire burnout effect where the smoke is emitted from the tire/ground contact point. The smoke then shoots out from the back of the tire based on the velocity of the rotating tire as the car goes in circles. I'm still a beginner with houdini, so I have an idea of what I need to do (I think) but I'm not sure how to go about reaching my goal. Right now I'm thinking that I need to get a contact zone for the tire's point of contact with the ground. Then I need to calculate the velocity of the spinning tire and send that to the emitting particles (which are emitting from the tire). The particles should then emit only when they're in the contact zone (so they mostly shoot out in the rear direction). Then I make it so only the emitted particles drive a pyro sim. I've attached a hip of where I'm at so far. I have the velocity from tire figured out, I just need to figure out how to get a contact zone and only emit particles when the surface of the tire is in the contact zone. Here are a few hip files that I've found during my initial research. I feel like the examples in this link don't give the best results for what I'm going for though, so I'd like to do this another way: http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=17139&view=previous&sid=b2857b8fc9d609b04ecb1cc6610e1c18 I'd like my effect to be similar to this example: https://www.youtube.com/watch?v=QcT3xSjaPv0 Here's a reference video for the final effect I'd like to achieve: https://www.youtube.com/watch?v=Pj8zdgHMtbU. Thank you! tire_burnout_odforum.hipnc
  19. Hi people! I'm learning some things in Houdini to create HDA's for cinema 4d or export vdb's simulations to render in c4d. In this case, I want to make a smoke simulation but I have one basic issue that I'm sure it solves with a simple way. I have one torus emitter inside of a tube but the smoke doesn't respect the tube geometry, It moves through it. How can I fix it? Thanks!!
  20. 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
  21. Giant Geyser

    So...I'm trying to create this effect: I've tried what I suppose would be the "standard" method. Create an emitter, add velocity from normals, add some curl noise, add white water, add mist... Unfortunately it doesn't even come close. It seems that there are multiple fluid streams occurring at the same time, with multiple high velocity injections blasting into the main spray. If I attempt anything like this with a fluid sim there is suddenly fluid everywhere, and the injections just add to the overall sim. I'd really appreciate any ideas how I could go about setting up a sim that could get me close. Pyro? Fluid? Smoke? Thanks so much in advance!!
  22. New Tutorial about PyroFX

    Check out the new tutorial about creating explosion with pyrofx in Houdini. https://www.cgcircuit.com/course/explosion
  23. Houdini Pyro - Dust Storm

    Hi guys! I recently work on this test of Pyro dust . i will try to do more soon. I used Arnold to render and pyroclastic method for the sim with scattered points for divergence. Render time about 15 hours on my machine... Can i have our feedback and advices. Cheers https://vimeo.com/206276685
  24. Disable the smoke source visibility

    Hello, friends I have some question about smoke. Here is a picture with a problem It is a simple simulation made from the shelf with a torus as a source. The question is. How can I disable the visibility of the source torus shape at render? For example, I want to create a smoke for the smoking character in the movie. So I will put the source in front of his mouth and make the simulation. But when it comes to compositing of the render, it looks unrealistic because I can see the source shape. Is there any way to make smoke become visible smoothly after emission? Thanks
  25. FX Animator- Houdini Arist Needed

    FX Animator If you are qualified and interested please email Angela at ageier@laika.com with your reel and resume. General Summary The FX Animator is responsible for creating Character and Environment FX, and elements for lighting and compositing to support of the visual style and narrative of the film. They will also be involved in the collaboration of creative and technical tools and workflow. Essential Job Functions Design and create the look of computer generated FX and elements through shot production. Under the supervision of the CG Supervisor, VFX Sup and/or Director help establish and follow the look of the film. Troubleshoot creative and technical issues. Partner with the Modeling, Texturing, Lighting and Compositing and help support each departments’ FX integration issues. Maintain a high level of quality while working on multiple projects, both looks development and shot production under aggressive deadlines. Perform technical work in support of shot production using various production tools. Qualifications Bachelor’s degree in Computer Science, Animation, Art or other relevant area of study and/or equivalent job experience. 3+ years of high-end production experience in television or feature films as an FX artist and/or TD. Experience in producing effects such as smoke, fire, clouds, water, steam and explosions. Knowledge of applicable software and platforms including Maya, Renderman and Houdini REQUIRED. Working knowledge of Digital Compositing in Nuke. Experience with advanced lighting techniques such as Global Illumination, HDRI, subsurface scattering and real world lighting set ups, a plus. Experience with 3D paint packages, a plus. Modeling, Texturing and/or Lighting experience, a plus. Disclaimer The above statements are intended to describe the general nature and level of work being performed by people assigned to this classification. They are not intended to be construed as an exhaustive list of all responsibilities, duties and skills required of personnel so classified.
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