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Lainne

Blurry Flames - PyroFX help?

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Lainne    0

Hi guys. I've just started using Houdini a week ago and I'm playing with the pyroFX Flame system. But the flames and smoke i've gotten so far are a bit blurry and vague.

post-8460-134381452475_thumb.png

post-8460-134381448015_thumb.jpg

Is it suppose to be like this? as well as those weird pixels on top of the fire.

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woodenduck    31

This is a huge topic and worthy of more than a paragraph on here! I believe the guys at SESI have said it all with far more informed detail that I could hope to.

Read these and you'll be off to good start -

Setting up pyro sims - http://www.sidefx.com/docs/houdini12.0/dyno/pyro

Pyro look development - http://www.sidefx.com/docs/houdini12.0/dyno/pyro_look

Volumetric rendering tips - http://www.sidefx.com/docs/houdini12.0/rendering/volumetricrendering

The new pyro shader - http://www.sidefx.com/docs/houdini12.0/nodes/shop/pyro

Enjoy!

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ikarus    64

Pyro is a little advanced for a new user, my2cents.

But have you tried increasing the resolution of your container?

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bunker    105

Houdini 12 Smokeless Flame Preset

I guess press that one button in the shelf :lol:

Hi guys. I've just started using Houdini a week ago and I'm playing with the pyroFX Flame system. But the flames and smoke i've gotten so far are a bit blurry and vague.

post-8460-134381452475_thumb.png

post-8460-134381448015_thumb.jpg

Is it suppose to be like this? as well as those weird pixels on top of the fire.

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Lainne    0

woodenduck > thanks for all the information!

ikarus > yes but my boss wants me to try out the features of Houdini so I got to do what I have to do.:D. what do you mean by increasing the resolution of the container?sorry.real clueless here.

bunker > But I want the smoke to be produced as well. I suppose I will have to do edits in the rendering settings?

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woodenduck    31

The voxel resolution of the sim is controlled by the 'division size' parameter on the pyro object dop. This determines the level of detail in your simulation. A setting of 0.1 means your fluid container is divided in to voxels at 0.1 unit intervals. So the lower the number the more divisions, thus, higher resolution simulations.

There are 'Flames' and 'Smokeless Flames' shelf tools, you decide! You can control the emission of smoke on the pyro solver anyway. Combustion - Smoke - Emit Smoke.

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