Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

duanxiaozhi

Pyro 2 explostion R&D

Amazing simulation and rendering.

thanks a lot for sharing

Share this post


Link to post
Share on other sites

Really cool duanxiaozhi, thanks for sharing with us.

Keep up the great work

Share this post


Link to post
Share on other sites

Oh, it is really impressive!!!

thanx, duanxiaozhi

Share this post


Link to post
Share on other sites

Just wanted to say thank you for sharing the file. This is a huge help for me because I am learning Houdini and being able to pick apart what you did inside the program is wonderful.

Share this post


Link to post
Share on other sites

Weird thing, loaded the file and only getting slow moving cloud at the center of the grid. The buoyancy is positive Y and on but the smoke is not rising up... :/

Edited by theviolator

Share this post


Link to post
Share on other sites

Weird thing, loaded the file and only getting slow moving cloud at the center of the grid. The buoyancy is positive Y and on but the smoke is not rising up... :/

Hi,theviolator. I think the bypass flags is on for the smokeobject. Take it off will be work.

Share this post


Link to post
Share on other sites

Cool thanks for sharing the file. I'm curious because the Pyro Cache files seem to be about 2GB per frame around the 50 frame mark. Is this usual to have caches that are this large for pyro?

Share this post


Link to post
Share on other sites

You can use the "Volume Compress" SOP, and the .bgeo.gz file format.

Try those settings for the volume compress : Constant tile Tol = 0,Quantization Tol = 0.001, use 16bit Float.

Also if you're not planning to use shader noise, you can get rid of "rest" and "rest2" fields, that should save

you a lot of disk space.

Cool thanks for sharing the file. I'm curious because the Pyro Cache files seem to be about 2GB per frame around the 50 frame mark. Is this usual to have caches that are this large for pyro?

Share this post


Link to post
Share on other sites

Hello, I'm fairly new to houdini and this discussion have been very helpful so far, thank you. Since my mantra rendering skills are very lacking, I'm really curious HOW did u render the final video? How did u export the separate passes for comp? (My "beauty" renders of the sim are looking really awful..) I looked at the vex shader as well, but I could not see many edited stuff there, the settings are pretty much default. (yeah, my personal pyro tests render teribad too, any good pointers for volumetric rendering in houdini is more than welcome)

Cheers, and thanks for any help ! :)

p.s. it seems mantra doesn`t output the assigned passes - fire_mask, smoke_mask and smoke_color are missing :/

Edited by xukca

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now