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Found 98 results

  1. 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
  2. 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.
  3. 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.
  4. Hey guys ! I want to do a new project, its a rocket launch, I'd seen before a realy nice project : So i try to use pop advection for this effect but i ve this result : i give you my scene: test_simple_fume_wtpop2.hip what things i can change ? Thx
  5. Hello everyone, I am trying to achieve an effect similar to the video bellow: Explosion I am currently working on the secondary arrowed smoke that rises right after the explosion. My problem is that I cant seem to figure out how to make the beginning of the arrow sharp and also I want the smoke to expand significantly more after the initial arrow (check attached image) I am currently doing this with an emitter, is that the right way to go or I should use another technique like creating velocity arrows and using the pump relationship? Any other advice on creating this effect or on fluid simulations in general is welcomed. Thanks a lot
  6. Hi, I created a stove and i emitted particle from it, the goal of the exercice is to know how to emit smoke from the particles. I use houdini apprentice non-commercial v15.5.632 Thanks you .
  7. I am racking my brain trying to figure out how to composite my simulation that has smoke intersecting with geometry. Basically, I have a simple simulation with some billowing smoke coming off of some fractured geometry. How do I render the smoke to exclude the areas hidden by the geometry. Is there some kind of Alpha Mask that needs to be generated with the smoke? I apologize if this is a stupid question but I am just learning VFX.
  8. hi, I try to create a gun fire effect in Houdini. I searched the forum and found some gun fire threads but these are focusing on bullet hits and not on the gun side of the action. My first guess was to start with a sphere and key it for fast movement and than apply a fireball shelf tool on it and tweek the pyro parameters. Probably this is not the right approach because it doesn't give that muzzle flash and gun smoke effect result. Can anyone advise me on this topic? Which tool to use, how to achieve the basic effect where I can start from? Thank you in advance for any help.
  9. Hello to everyone! I'm fairly new to Houdini and to vfx at all and been struggling trying to do this by trial and error and searching in forums. Even though I have learned a lot by doing that, I think it's better to ask for someones help. I want to create some dust clouds (like a small dust storm) for a shot. Because the area that I'm trying to fill is big and my resources are limited, I thought it would be a good choice trying to achieve the effect using SOPs instead of a smoke simulation in DOPs. The setup related to this part of the effect is basically some boxes each modified by a Volume VOP to add some noise and animation by frame. I read that Billowy Smoke Shader can help you to get a more fluffy look at rendering. My first frame was great, but the next weren't as good because of the noise. The shader is supposed to use the rest field of your simulation to position it, but I'm in SOPs. Another user asked for something like this in the forum: He says: "just create a vector rest volume in the beginning that has the world coordinate of each voxel as its value. Be careful to do all the same advection operations on your rest volume as you do on your density volume". But I think a main difference is that they are working with shaped geometry and my whole dust storm is, well... a box. Until now my tests have been: 1.- Expose rest attribute with a wrangler before my volume vop and create a surface attribute named rest. 2.- Create it after the volume vop. 3.- Create the noisy volume, then convert it back to polygons, add a rest field and then again convert it to fog. And nothing worked. My questions are: 1.- Is there are way to use a rest field from SOP to shape noise in the billowy shader? If yes, what is it and how do you work it. 2-. Or would it be better to create a noisy volume, convert back to geometry, add pyoclastic noise and convert it back to volume? Thank you in advance. I would really appreciate your comments.
  10. Hi Guys, I just started learning about smoke simulation. I am trying to create a tornado simulation using smoke solver instead of Pyro. I followed the custom force tutorial from Ben Watts. The problem that I am facing is that when I start my simulation, after a while the smoke spread out and remains floating and it doesn't follow my velocity field. How can I get it to follow my velocity all the time, or is there anyway to kill the smoke based on their age? I have attached a quick preview and my hip file. Thanks, Preview.mp4 Tornado_test7.hiplc
  11. Hey guys! Need your help. I create some smoke going on top and decide add some custom vel field. I follow this masterclass but after sim I got this strange square look on edges of the smoke... Any suggestions?
  12. Hi everybody, I'm working on a smoke simulation, but in the display when i look at to the density of my volume i'm bit confused about the result. Instead to have a shadow on my volume i get something as a black hole (like if there was no density, see the picture below, it looks like my volume is sliced.). Although I can see the density appear if i put another light to lighten the shady part of my volume i would like further explanation to make my mind clear. So i was wondering: -Is it normal to see a black hole instead a shadow ? -Do i lost my data, or the volume is not display but the data is still there ? -Is there a way to get more accurate display on the volume, to see a real shadow instead nothing (a setting in the light or anything else ?) ? Thanks a lot for you help, Marles
  13. All of my latest work from projects including X-Men Apocalypse, Game of Thrones Season 6, and more. FX Reel 2016
  14. Hello all, Currently I'm working on a project where I am lighting the back of a train on fire. The geometry for the train is tracked from footage, so it is moving through 3D space. My current problem I can't figure out is that the fuel I created is leaving behind this long trail that slowly dissipates. This is causing these streaks of fire to appear behind the train in my renders. I tried advecting fuel and raising the flame contribution and just changing all the settings around. But most of the time when I try this method, there is little to no burn occurring. I also tried doing a sim with the bounding box clamped on to the back of the source so it won't trail. Then isolating the fuel and 'copy'ing it into the real sim. The first image is the shape of the fuel source. The second image is what the fuel trailing looks like after the train started moving. Any help will be greatly appreciated!
  15. Hi, Im working on a desert scene with a dust cloud blowing over some nice sand dunes geo. No matter what I do the pyro keeps clipping straight through the geo. The weird thing is this did happen with particles. Heres some of the things I've tried: Selecting the geo and making it a Static Object, Selecting the geo and making it a Terrain Object, Ticking the Use Deforming Geometry box, Ticking the Create Active Object box, Unticking the 'Use Volume Based Collision Detection' in the Collisions/RBD Solver tab. Changing Offset Surface from 0 to 1, 2 or 3. Im guessing there are some nodes that I will need to work with and connect up in order to produce a better collision but I do not know where to start. Any help appreciated, Thankyou Charlie
  16. How to add smoke details?Replacement material smoke_Replacement.hip
  17. Hello! I was working on a basic smoke sim where the smoke was being emitted from animated type-geo. I computed the velocity of the geo with a trail, then plugged that into the fluid source to create the density for the smoke sim. That is all working fine as you can see in the render. However, I'm not happy with how the smoke just appears all at once. In other sims I've used an attribute wrangle to map the density to a ramp and have the density fade in but in this case I want the smoke density only to be generated when the velocity starts to increase. I played around with trying to get the velocity data out of VOPs but I really was just taking stabs in the dark. Any suggestions would be appreciated. smoke_test_v02.mp4 text.abc smoke_density_v01b (1).hipnc
  18. Hello, I'm doing an exercise of the launch of two smoke grenades . My problem arises when once made the simulation I want to save each smoke in a different file to give different shaders . I cant do it because both smokes are in the same "smokeobject1". Each smoke interact with each other. Thanks!
  19. Hi guys. I want to add velocity to normal direction of smoke's source mesh in smoke sim, I tried by "point sop" and "vop force" but I didn't fix it. I can do this for popnet It was so easy. I need to set key frame that velocity so I'd like to this by vex. Do someone have idea? help me please!!! thank you.
  20. Hi all! Our new GridMarkets Houdini Artist Profile features Alessandro Pepe, Lead FX TD at Framestore, Los Angeles. He shares a detailed and systematic tutorial on how to create cigarette smoke using Houdini: www.gridmarkets.com/alessandro-pepe.html For more information on Alessandro's work, visit his website: www.alessandropepe.com For more Houdini tips go to: http://pepefx.blogspot.com/ We hope you'll like Alessandro's amazing tutorial! Patricia and the GridMarkets team
  21. Hi, I'm trying to create a moving dust cloud. When I render it I get this result no matter how I tweak things in the pyrosolver. I'd like it to be less fluffy, round and circular and more wispy and aggressive (think MadMax). Any help appreciated, Thankyou Desert_v03.hipnc
  22. Another simple wall shatter. I posted the first one I finished but in all honesty I had a lot of strange issues with it and it just didn't look that great. This one isn't really any more complicated but it sure does look better by comparison ;D
  23. Hey guys, This is my first post here! I'm new to Houdini and learning a lot from the shelf tools, available tutorials, forum posts and documentation. Now I'd like to create dust trails from shattered asteroid pieces. Here is what my trail setup looks like so far (.hip attached): I'm almost happy but a few things should be improved/fixed: The "Source Volume" node doesn't know the torus' velocity when drawing into the density field, which results in stepping. I'd like the smoke to interact with (flow around) the geometry. Can I draw it into an obstacle and/or velocity field? Merging the solvers didn't help yet. Maybe I could modify the air pressure/resistance aroudn the asteroid and ignore it for the smoke that's far enough away? With the "Gas Resize Fluid Dynamic" node active, there's some strange aliasing happening towards the end. Any tips on how to achieve/fix those issues would be great! I've been searching the forums and several tutorials already. But as today most of them are not written text but videos instead, it's hard or at least very time-consuming to find specific information. I'll keep playing with nodes and parameters, watching volume wrangling tutorials and also try preparing an upres setup. Thanks! Hebi 2016-08-04_asteroid_trail_v002.hip
  24. Can someone tell me why often in time people will like to separate out density, temp, vel and merge it back in the smoke object in pyro ( under the initial data as: density SOP path, temp SOP path...ect) instead of that, we can put multiple source volume node to input different channel as well. What is the main different here? All I know is putting those SOP path makes it last longer in the sim, thinking like as if you want to have a shape of a box being evaporate then we will use that and if we are using any of the initial data we will most likely not wanting to put down the Source volume node where this is constantly pumping stuff into the sim. In addition, to do any of explosion sim, is the best not to put fuel data as any initial SOP path since those will stay quiet a while if you are sourcing the fuel on your Source Volume already. In render you will have a constant light area where is being burn even your explosion has already occured and about to finish. Please correct me if im wrong.
  25. I'm trying to create an explosion trail and I almost have the look I want but I'm getting an issue with my fire dying off. I created a bunch of emitters and keyed their "scale source volume" to create a line of explosions. I want the fire to die off from left to right, which I thought would happen because my sim starts from left to right; however, my fire is dying off from right to left starting with the explosion that most recently went off. In addition I am trying to find a way to get rid of the trails of smoke leading back to my emitter but I don't have any ideas on where to start. This is what I'm using as a reference, I think it's a scene from Spectre. I'm trying to recreate one of the trails that goes left/right. https://youtu.be/zhBxfNm3rJE?t=43s After the explosion the smoke just rises and doesn't leave any columns from the initial blast. Anyone have any ideas?