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Found 10 results

  1. Hey! Question about fast moving pyro sources. I included a scene which is similar to my actual scene. I have an object from which I want fire to emit. However, when the object starts to move quickly, the flames practically die until the source comes to a stop again. This seems realistic, like if you move a match really quickly. However, that is not what I want to happen. I still want fire even when the source is moving quickly. What can I do to fix this? Emit more fuel when the source is moving quickly? Should I link velocity to the scale of the fuel source? Is there a better way? Also, turning on fuel advection helps slightly. Any help would be appreciated. Thanks fastpyro.hipnc
  2. Properly Sourcing Volumes in Pyro

    Hi, How do I properly source a volume I already created, and use that for pyro? I made a cloud using the cloud node, and added some noise. I am trying to use it as a source for my pyro sim to have dynamic clouds. For some reason, at frame 1 there is no density. Then the volume fills up. Shouldn't the first frame just be the cloud already there? I am trying to learn how to source vdb/volumes that I make and use it as a source for pyro. Thanks clouds.hipnc
  3. Vdb to Field Microsolver

    Advanced sourcing for Houdini. it’s not only 10-100x faster but also gives more control over sourcing especially when many sources involved in sim. Houdini16 Hipfile with examples included https://github.com/abryutinalexey/vdb_to_field
  4. Hi everyone, Here's a weird one: I am trying to use the crowdsource to copy a simple agent animation on a point sim. It is basically a swarm test. Now the problem is that when I try to render my agents they render as boxes. So far I have done a couple days of research but I didn't seem to be able to find a solution or anybody with my same issue. The simple answer that I gave to myself was "use the copy sop with some timewarp stamping for each point" but the copy sop gets too heavy to quickly. Does anybody have an idea of what am I doing wrong? I have attached a zip file with the hip and the fbx of the bee animation. Thanks for your help! bees_test.zip
  5. Pyro Source Still Visible

    Hey,I have a pyro sim, and for some reason, I am still seeing heat in the shape of the source. I turned off the source fuel and temperature, so why am I seeing this? BTW, it only shows in the viewport. When I render, I don't see it.Thanks
  6. Hey Guys , i have a fast moving flip source , and cant get smooth shape , it look like emitter shape while emitting , i tried many different solutions like , putting time blend sop,trail sop , increasing substeps but always get same result . i had this problem in realflow too , but i fixed that by incearesing min substeps , but it didnt work in houdini , is there any solution for fixing this problem in houdini ? thanks
  7. Hi guys, I've hit a bit of a wall in the new version of POPs. I have a deforming mesh (skinned character), which I have scattered points on. What I'm trying to achieve is a set of particles that are essentially locked onto their source point until a certain time or proximity from some sort of gizmo, and then morph to the position of another set of points. I have been able to achieve this in the old version of POPs using a position node, but it's rather slow. However I can't seem to figure out how to achieve the same thing in the DOP version of POPS. Any help would be great appreciated. Thanks
  8. Hello guys! I am having a problem with the parameters on the Fluid Source SOP. I am reading the documentation and it says that I should have a "Source Amount" parameter on the node, but I cannot seem to find it. I tried accessing the Parameter Interface but I cannot find it in there... I just need to create a volume and initialize it to -2. I am soooo nooob on fluids and smoke simulations, I would watch a course but I am on a tight deadline so it would be great if somebody could tell me how to do it. Thanks a lot and sorry for my inexperience!
  9. Hi all. I've been learning much about smoke sims in the last few weeks. I have here a smoke test and I'd like to improve it. There's a number of issues going on here, but the first one I'd like to get to the bottom of is the way the smoke is popping (pops) into existence. In the clip below, the popping starts happening 3sec in, but you can particularly see it from 8secs onwards. Solid blocks of smoke appearing before they start dispersing - way too rapidly. So what's happening is that I have a large (110, 3, 60) voronoi fractured terrain that suddenly cracks all the way through the middle and then starting from the camera pieces start falling away. I'm using a 'delete' sop that's deleting geometry that isn't moving (v<0.9). So the blocks of smoke that suddenly appear are when the terrain pieces start falling fast enough to go into the smoke source. And the smoke sim is a cluster system with ten points. But it's too sudden and strong, how can I make them fade in? I'd appreciate it if anyone could give some input on this and on any of the other issues I'm seeing in this smoke test. (Other issues being the stair stepping in the close to camera smoke, and that the turbulence and dispersion? seems much too high. I'd like to slow the smoke down a lot.) 'cheers, Simeon
  10. Hey guys, Just having a bit of an issue that is puzzling me. I have noticed that when you emit particle fluids from an object, it only emits from the object surface. I have attached an example image demonstrating the problem I'm having. I have set up custom velocities which will need to be applied to the interior also. So is there a way emit from an objects interior as well as surface, I have tried a couple of things such as converting the object to a volume and the scattering point but i can't seem to get the particle fluids to source from the points. I have had no luck so far, so any help would be greatly appreciated Thanks
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