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Found 4 results

  1. Heyy guys, Here's a wip of a volcano with Redshift. I've made the trees with a custom generator in houdini, the terrain is made with heighfields, and textures/leaves/grass is quixel. Next step is the simulations (this is not the final lighting, and of course not the final background ) Feedback is welcome Cheeers,
  2. I'm a beginner and creating a few simple sims to get me going. I'm currently making a simple candle but running into a few problems. Any advice would be great! The scene is below, note I added a spot light just as a light reference. One problem I'm having is that the top of the candle is cut off. The volume box for the pyro sim is growing, but not enough. I think in the pyro_sim node there's the resize_container node, should one of the bounding variables be linked dynamically to another variable, like the max height of the temperature field or something? I seem to be getting different rendered images depending on whether I'm using the on screen rendering window, or the different file outputs. For example the jpeg is significantly darker than the exr output. See the attached images...(left to right - on screen render, exr converted to jpeg, jpeg) I'm using this video as a bit of a reference: http://www.sidefx.com/index.php?option=com_content&task=view&id=1124&Itemid=295 I also created this basic volcano eruption earlier, the smoke isn't quite right and it kinda looks like a scale model. If anyone has any tips on making this or the candle look better that would be great! I've attached both files if anyone wants to check them out. https://youtu.be/hOzwE4TU6q8 Candle_simple_05.hipnc Volcano_10.hipnc
  3. Hi all! These past weeks I've been trying to do a volcanic explosion/smoke plume, with all the extra elements that add to it, like the debris (pieces of rock) that are expelled up into the air, the secondary smoke that raises near the mouth (?) of the volcano and so on... This is where I am at the moment: I like the general motion and feel, however, there are a few (or more than a few) things to change/improve: - More debris and make the new ones smaller (keeping the old ones); - Make the smoke plume rise slower... I think this will add up to "majesty and power" of it! - Improve on the look of the smoke plume (see images below); - Deal with the secondary smoke (the one at the mouth of the volcano)... it is too fast, too much wind/turbulence on it and so on... For now I've mainly used as source of info the sideFx tutorial PyroFX - Volcano and my previous experiences with Pyro. I would like to ask: - More sources to learn Pyro and Fluids in general; - Ho to achieve this look on the smoke plume (marked in red): It looks almost solid, like that foam you apply that then expands and fill in any gaps... That's the level of detail I want... any hints and comments are more than welcomed! Cheers and have a great 2014!
  4. Hi All! For my next learning/portfolio enhancing project, I decided to use and age old proved method of learning... copy the masters! I was looking for something with Pyro/Fluids to do and the volcano idea was nagging me. So logical step... big volcano eruption in European culture: Vesuvius! I decided to re-do, in 3D, using Houdini and Nuke, this piece from the painter Joseph Wright More info about it can be found here The basic still image I want to do will be as close as possible to this one. I also plan to do a camera pull of around 25 secs, that will start from the volcano crater, with the beginning of the smoke being spat out and as the camera pulls away back towards the still frame position, you'll see the lava coming down, the smoke and so on... What I expect to learn from this (and/or how I expect to approach the challenge): - Procedural approach all the way; - Pyro and Fluids in general (viscosity in lava etc...); - shader build, -use of Vopsops/wrangler nodes; - the new cloud tools; -lighting and rendering; - particles. What I know so far... I know that if you look at the scene, you could probably make it happen quite fast, by faking/approaching it smartly. The lava being spat out can be a simple Pop network with a Force and for good measure a particle fluid assigned to it (or just a bunch of particles, since it is far away!) and I could use the already existing lava shader, provided in the examples that ship out with Houdini, namely: downhill lava and fire pit example. But... since I want to later on do the camera pull, instead of building 2 scenes, one static, with lot's of faking and re-using stuff, I decided to maximize the learning (that's the important part, right?) and so a full New stuff scene! So I'll be posting lot's of questions! For maximizing the questions, I'm thinking about opening threads in the appropriate places and then linking them to this one. Like this I think I can get 2 things: more visibility which translates in faster answers and easier to read information for future users... they'll not have to read through all the posts in the wip section, they can find the "to the point" thread somewhere else... I hope this is not against the rules, somehow! So, stay tuned and I'll be seeing you guys! Cheers!
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