whodini Posted November 28, 2012 Share Posted November 28, 2012 (edited) Hey all, I'm curious if there is a way to render volumes such as billowy smoke with absorption . Here is a reference of absorption done in krakatoa http://assets.digitaltutors.com/dtv_/bison_courses/558/detailed_images/5.jpgI've tried setting up a few lights and tweaking the billowy smoke material but I can't seem to get the right look as shown in the reference. Any advice would help.Thanks! Edited March 19, 2014 by rhussain Quote Link to comment Share on other sites More sharing options...
Fabiano Berlim Posted November 28, 2012 Share Posted November 28, 2012 Access Denied Quote Link to comment Share on other sites More sharing options...
rafaelfs Posted November 28, 2012 Share Posted November 28, 2012 Hey all, first post. I'm exploring houdini and I've previously used fumefx and krakatoa for smoke and fire simulation. I'm curious if there is a way to render volumes such as billowy smoke with absorption or some sort of subsurface scattering appearance. Here is a reference of absorption done in krakatoa http://assets.digita...ed_images/5.jpg I've tried setting up a few lights and tweaking the billowy smoke material but I can't seem to get the right look as shown in the reference. Any advice would help. Thanks! I can't see your reference, but you can get volume scattering by setting the "volume limit", in your mantra ROP, to something higher than 0. It comes with a cost though... Also would be ideal to use Micropolygon PBR. Cheers 2 Quote Link to comment Share on other sites More sharing options...
whodini Posted November 28, 2012 Author Share Posted November 28, 2012 (edited) brilliant! volume limit does exactly what I want, it lets the light scatter through. Thanks! Also is there a way to have a specific color scatter through for example yellowish skin color for the outer part of the smoke and red tone for the inner smoke. I'm guessing this is a shader manipulation thing. Or how can I ramp the smoke color based on density (less dense = yellow, very dense = red) I've does this kind of thing with particles color attribute using a vopsop. Edited November 28, 2012 by rhussain Quote Link to comment Share on other sites More sharing options...
Annon Posted November 29, 2012 Share Posted November 29, 2012 Well if you use the pyro shader you can have a ramp style thing for free. Initially it looks at the heat field, but you can use whatever field you want and change the ramp colour to whatever you want. Quote Link to comment Share on other sites More sharing options...
whodini Posted November 29, 2012 Author Share Posted November 29, 2012 thanks ChristianW, I didn't know that pyro shader was available. It's awesome and a great shader to study. Quote Link to comment Share on other sites More sharing options...
nord3d Posted November 30, 2012 Share Posted November 30, 2012 (edited) By the way, there is the reference image from the first post: Edited November 30, 2012 by nord3d Quote Link to comment Share on other sites More sharing options...
Alexander Saraev Posted August 8, 2013 Share Posted August 8, 2013 (edited) Sorry for bumping the thread up, but the question seems really interesting. And we have reference now So is that doable with Mantra? I mean it's probably most certainly doable, but well, maybe someone would like to shed some light on the topic, Mantra-wise. I believe there are clues which could be found in this paper below, but picking them ain't too easy for an average artist like myself: http://magnuswrennin...Effects2010.pdf Thanks guys. Edited August 8, 2013 by Alexander Saraev Quote Link to comment Share on other sites More sharing options...
Hazoc Posted November 1, 2013 Share Posted November 1, 2013 Here's a link and a shared hip file that might give some insight how to do this stuff in houdini: http://mattebb.com/weblog/rendering-clouds-with-the-mie-phase-function/ Quote Link to comment Share on other sites More sharing options...
Jordan Walsh Posted January 12, 2016 Share Posted January 12, 2016 Old thread, but i was just playing around with this and got a similar look going volumeAbsorption.hip 5 Quote Link to comment Share on other sites More sharing options...
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