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Found 137 results

  1. 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
  2. Small Pyro Source

    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!
  3. 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
  4. 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!
  5. 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
  6. 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!
  7. 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.
  8. Hi So I want to make the smoke fill the spiral tube and I'm pretty close to result I've been aiming for but i've run into a problem I can't seem to resolve. At one point in the simulation smoke stops responding to forces and just follows the tube (attachment). My process of making this set up: 1. convert tube to volume 2. attract billowy smoke emitted from sphere to the volume tube (attract fluid) 3. add a curve force (curve was used to make the tube so it is in the middle of the tube) I've tried changing every paramiter I could think of but nothing helped. Anyone has any ideas? Smoke preview youtube Smoke_problem.mp4
  9. 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
  10. Crowd and Volume collisions

    I have baked agents loop for crowds. I need some hints how to generate smoke, dust on the each crowd agents footsteps for walk, run on a dusty terrain adaption in compositing for example, at what level does it have to be done?
  11. 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
  12. Explosion with PyroFX Series 2

    New tutorial available at cgcircuit. Creating explosion https://www.cgcircuit.com/tutorial/explosion-with-pyrofx-series-2
  13. 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
  14. Fluid question: Gas compression

    Hi, I search and read a lot of post on google/ODForce without really finding a answer to that. I trying to see how I can compress a fluid correctly. Just to illustrate one case from many others , I try to compress gas with a piston in to a cylinder. I know Houdini is more a artistic tool than a fluid analysis software but there a way to make divergence, density and pressure interact correctly ... or what I thinking is a correct bihavior? In the example hipfile I attach to this post , I expect to see the density and pressure increased proportionnally to the changed volume of the cylinder by the pushing piston (SIM_Compress geometry at obj level). I figured out a lot of way to connect , inject , add , multiply combinations of density/divergence source without any good result ( "best" one attached to the post ). Somebody have a idea ? Thanks compression_test_v001.hip
  15. 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
  16. 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
  17. Destruction & Fluid works

    Hi Guys, Sharing my last projects with Houdini (as a hobbyist), for getting feedback and critics ! Destruction of a building from drone shot : https://vimeo.com/208997392 Tornado destruction of a farm / barn : https://vimeo.com/169982113 Kind regards
  18. 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
  19. 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?
  20. 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
  21. 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 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.
  22. Spark + hip file

    Download : https://www.dropbox.com/s/amy4f2smp8qt2m4/Spark - H16.rar?dl=0
  23. 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!
  24. This is a personal project i've been working on in houdini . so hope u like it .
  25. 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
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