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Found 155 results

  1. Hi guys! I am working on a project that needs a spirit moving through a scene, it needs to be like flowing smoke with a glowing light effect so that if reflects on objects in the scene. I cant work out how to emit light from the smoke and move with the animation, i have been playing with both volume lights and geometry lights but i cant get either to move with the animation, they both stay at where the animation is on frame 1. I have tried selecting the volume and creating a volume light from that, and also using the original animated geometry before it was turned into a volume and making a geometry light from that, but neither use the animation. Can anyone suggest what i am missing or doing wrong? Or way to get the smoke to emit light and use the animation to move? I have attached a r&d scene file and a play-blast of my problem as it stands at the moment, any help would be really appreciated! smokeLight_001.hipnc smokeLight.mp4 smokeLight_001.hipnc
  2. Smoke changing color

    Hello! I am new to Houdini, but am attempting a fairly complex effect. I need to emit smoke and particles from a piece of geometry, with these specific characteristics: The smoke and the particles must start off as grey. The particles should be emmited from a black-and-white mask that is mapped onto the emmiting surface (white=emit, black=no particles emmited). This texture should be animated. The color of the particles should be defined at particle birth by another moving texture (an animated fractal noise, for example). At 1/3 of their lifespan, the smoke and the particles would change into two different colors (blue and pink,. I am guessing that the right way to do this is to start with the particles, and then copy the color attributes onto the smoke. The two should move together, so... should I first do the smoke, and them move the particles along the same forces? Any help would be greatly appreciated! cheers, Diego
  3. Hello! I want to present you my latest project! Did a test of cold smoke, the video below. Hip_file is available for download HIP_FILE https://gumroad.com/l/iOkAd
  4. Viewport visual of smoke looks too low detail

    I've had this issue a few times and I'm pretty sure it's me now doing something wrong. I built a simple smoke solver from particles of feet hitting a grid. When I bring those particles into the smoke solver the smoke that it will generate will be really low quality, as you can see, nomatter how much I divide it down. Would the reason be a shading issue or a density issue? Thanks for the help! WalkingDust_001.hipnc
  5. smoke separation

    hello i have give different material to two smoke emitters but if I create two smoke objects , smoke object 1 dose not effects each smoke object 2 how can create effect between two smoke objects thx separation smoke.hip
  6. VDB smoke uv mapping

    Hi guys I'm trying out some stuff for my upcoming project and was wondering how to make uvs for smoke converted to poligons, so that they would remain stable rather than jumping around every frame. I found some info on using dual rest position, however I'm not sure how to tackle it, or if it could work with this approach. Here is what I have right now ( I'm not sure if you can see that, but there are scratches on the surface of the smoke which as expected change where they are every frame, the question is how to make them remain in place even tho the number of points is changing and whole thing is deforming) Here is the type of effect I'd like to achieve: Any tips are very much appreciated!
  7. Smoke Effect Color Problem

    Iam Working on creating smoke combined with particles for the color , the color shows in my Dop netwerp but when i go up i wont show , anyone know how to fix than? thx in regards
  8. Pyro Smoke querries

    Hey, I am new to Houdini, and I am facing some problems with creating smoke. I have a scene where in there is a lot of smoke inside of the building which is the aftermath of a huge fire that burnt down the place. I need to show lingering smoke which is just floating around the area. Not much internal motion and nice and big shapes. Can anyone please guide me on how to go about this effect ? I have used 'dry ice' from the Pyro shelf and have gotten some interesting results. I am not liking the look I need (which is wispy) and softer edges with less internal motion. Thanks many !
  9. How to Make a long smoke in Houdini

    Hey guys ,I spent lot of time to make a long and silim smoke in Houdini with Pyro, but I can't get the same effect like this. Any one knows how to make this kind of smoke in Houdini? the original video is here:
  10. Smoke Effect skin

    Hi Everyone I was wondering if someone knows how I can create this effect I have just done a simple smoke simulation, but I do not know how to make the inside: also, if anyone knows, I am trying to create this object with the exterior like the purple surface, but the inside to look like this: ANY HELP WOULD BE APPRECIATED
  11. Smoke Effect skin

    Hi Everyone I was wondering if someone knows how I can create this effect I have just done a simple smoke simulation, but I do not know how to make the inside: also, if anyone knows, I am trying to create this object with the exterior like the purple surface, but the inside to look like this: ANY HELP WOULD BE APPRECIATED
  12. Pyro FX density vs heat

    Hello, Does any one kno why the density field is being used as a binding for the threshold in the shape parameters of the pyro effect simulation once you use the "smokeless flame" preset? Its kind of weird that it takes density into account because density represents the smoke and we are trying to shape just the flames... Thanks, Diogo
  13. Hey guys, i need to emit the same smoke trail even from the other part of the jet, I cached out my simulation but i just need the smoke trail and not the jet so that i can transform it onto the other part. Any idea how to cached out only the smoke trail from the simulation. Here is my file spaceship_01.hip
  14. How does Pyro FX works?

    Hello everyone, Does any of you know where can I find in depth knowledge of the pyro solver (I wouldn't mind the resources went further into math and implementation), its workflows and rendering pypeline? The documentation by sideFX is very poor in this case, and the tutorials on the subject are even worse (the usual -> "I think if you move this slider, it does this...") . Thank you, Diogo
  15. Hey Guys i need some help actually i want to emit the same smoke trail exactly from the other side of the jet, Do i need to repeat each and every step again to emit the same smoke or is there any way to copy the same smoke trail. Am new to houdini so dn't know much stuff Here is the screenshot of my file -
  16. Well am new to houdini and trying this tut where i have to emit smoke from this jet but i don't know how to get rid of this sprite spacing I have tried to increase the number of particles and also adjusted the scale and ramp of the pop sprite but its giving me the same result. Here is Screenshot of my file -
  17. Test destruction

    My work for January - February 2018. These are tests on destruction of 16 Houdini. I ask for your opinion on quality
  18. Smoke falling down

    Hello magicians! I found a cool picture and I thought I'd give a shot in houdini, here's the reference: } Here's what I have so far: Any thoughts to help get the effect on the picture? maybe advecting particles? Hip attached Thanks! smoked.hip
  19. Inside DOP cluster grid source

    Hi Friends, I need your help!! I'm playing with DOP, trying to understand it and feel comfortable working with data.. I come across one issue that I have trouble with.. Is there a way to create cluster grid inside dop? The problem is that I need to timeshift whole range to get initial data for clusters.. Here is the hip file, you can take a look.. I would appreciate some extra feedback about the way I approached with this setup.. I'm I doing something wrong? Thank you!! Regards, M in_dop_clustering_help.hipnc
  20. Cable Overheating

    Hi everyone, For an upcoming project, I need to create the effect of an extension cable overheating. ie. holes being burnt in the plastic casing of a wire and then smoke emitting from them. This is a good reference, particularly the shot at 1:26 https://www.youtube.com/watch?v=jGPkkOU3Uf8 The problem I am currently having is that for smoke to emit from these little holes, the source volume has to be really tiny. This requires a ridiculously low division size just to get the sim to work, making it impossible to easily preview the simulation. I'm thinking there must be a better method for doing this, so if anyone has any suggestions, I'd be happy to hear them!
  21. Hi Houdini friends! I'm having some issues with getting velocity field to work with volume clustering... I made a simple example file (please see attached) to show this issue, and in my actual scene I've also tested with force and deforming static objects as collision, and both seem to work, but not with velocity field, and this velocity field will work if i turn off instancing on smoke object and fluid source with the same exact set up. Does anyone else had this before or have any idea how this is caused or workarounds? Thank you sooooo much in advance! Best, Viola cluster_velFieldIssue.hipnc
  22. Secondary combustion?

    Hello! I am trying to make an effect similar to these references: [link] (time 3:25) [link] I am somewhat new to pyro (but familiar with DOPs for FLIP and RBDs), and I have a simulation that looks like the "first" line of smoke, but I'm not sure how to cause secondary combustion (if that is something you can do?). Based on the reference it seems to work in 3 parts, starting with a stream of smoke, a small plume, and a larger plume. I'm unsure how to cause the simulation to have multiple plumes after the initial combustion, and have control over the size of that combustion. Any advice is welcome!
  23. Smoke Solver Collision on Type

    Need a bit of help on a problem for a client, ( on an NDA as well ). Basically, I have a pipeline that shoots to Octane in C4D for the VDB usage and the smoke sim I made is fine and they are head over heels for it but the type (in the smoke) in the first frame is too pixelated for them and not high res enough. I've been trying to find the right amount of density and type space to keep the titles as sharp as possible but when I put them into C4D and play around about it's still exported in Alpha somewhat pixelated. Any ideas? I have a sample hip of the pig had at a reasonably replicated density to the pig but I need it to be more stoic. Smoke_collide_pig.hip
  24. Hello! I'm having a bit of dilemma here... Currently I have a setup in which I'm emitting particles from selected points on my mesh that drive the pyro sim. I'm using the source from points option to do this. It works but I'm lacking control of the velocity. Currently, I'm working on a group of points via the bindGroup option on the attribvop and altering the normal inside the vop. Nevertheless, is this a good way to do this or is there a better method to have particles emit from the gills to drive the pyro sim. Really could use some help on this... thanx!
  25. I'm looking for a tutorial. I want to make something like dust smoke that spreads from all directions after the bomb explodes. Thank you for your help. Dear.
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