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Helicopter Landing


johnsonmax

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Hi

 

I'm new to Houdini and I'm wondering if any of you guys have advice on creating the dust from below a landing helicopter. 

http://youtu.be/wtNdK5gBqwE?t=23s

 

Not as much as that as my effect will be on concrete.

 

I've tried so far by using a Billowy Smoke pyro and only emitting from the X and Z axis. Then pushed up the velocity. Doesn't quite get the look.

ignore the particles!

Im sure this a horrible way of doing it, just using what I've learnt so far. 

 

Thanks.

Edited by johnsonmax
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Maybe try advecting your source points on the ground with a large source with negative boyancy from where the blades are? That way you'll get that impact and mushroom toroidal clouding on the edges. The cool dust we see is coming off of clumps of dirt.

 

How're you doing it now?

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  • 2 weeks later...

Been trying some other way to simulate the dust.

 

https://vimeo.com/119008702

This is just a test, scale, velocity, movement ect. all needs work on.

All I'm really doing is pushing some smoke into the ground with a high Velocity. It seems to work.

 

Am I on the right tracks to achieving a good look?

 

Is there a way to get rid of the emitter (sphere)?
Is there a way to only show the smoke when it hits the ground? And not when its coming down from the emitter?

 

Any help would be awesome, thanks!

helicopterLanding.hipnc

Edited by johnsonmax
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I'm playing around with a SOP geo and a Gas Particle To Field node.
I'm transferring the velocity from the particles to the smoke but it seems too much and the smoke is flying by and not forming the shape of the particles.

 

Any clue on how I could use the particles to drive the smoke? 

 

https://vimeo.com/119376161
Sim'd particles on the left.

What I'm aiming for
http://youtu.be/hlYldPlmHQ4?t=31s

 

 

Help file and simulation of particles are in the .rar file.

 

Thanks guys

helicopterLandningHelp.rar

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Hey Max.

 

I don't have alot of experience with Pyro in Houdini but how I would try and aproach it in other fluid simulation software is this.

 

1. Have a plane on the ground emitting the dust, with no temperature so it's not rising and just sits there. You can place this plane just under your render surface so you never see it when it's static.

2. Create another source which is just emitting velocity down towards the ground with some turbulence.

 

This will create a similiar look to your helicopterUpdate_V005 but you wont have the emitter being visible from underneath the heli.

 

Then it's a matter of getting the source smoke to have nice breakup and form in it.

 

Hope this helps. Cheers Jake.

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Hey Max.

 

I don't have alot of experience with Pyro in Houdini but how I would try and aproach it in other fluid simulation software is this.

 

1. Have a plane on the ground emitting the dust, with no temperature so it's not rising and just sits there. You can place this plane just under your render surface so you never see it when it's static.

2. Create another source which is just emitting velocity down towards the ground with some turbulence.

 

This will create a similiar look to your helicopterUpdate_V005 but you wont have the emitter being visible from underneath the heli.

 

Then it's a matter of getting the source smoke to have nice breakup and form in it.

 

Hope this helps. Cheers Jake.

 

Thanks Jake,

 

Thats pretty much what I'm doing.

I'm using a circle on the ground to emit the particles.

Simulated the particles and then used them to drive the movement of the dust.

 

Update is above

Edited by johnsonmax
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  • 4 weeks later...

 

I find that this one is very cool just need some pushing ! :)

 

i could be wrong but it looks that 

Velocity emission POP and Density emission POP Emission are the same simulation ?

 

I have few XP on pyro but i guess it would work like in maya fluid ...so i would try

- one POP that create my velocity => exactly the one you have

- one POP that emit my density but it's more like something that stay low to the ground

- one POP for uprising temperature turbulence

 

I use to separate thing in maya to keep as much control on the velocity / density / temperature grid.

 

The idea is to have some fluid that is

- push upward outward by POP velocity

- has air resistance while wanting going upward that enrich the swirl pattern with POP temparture

 

So i would keep exactly what you have but if it's not the case

- separate velocity pop from desnity pop

- add temperature turbulence to add detail in the fluid

- go HIGH rez

Edited by sebkaine
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  • 2 weeks later...

I find that this one is very cool just need some pushing ! :)

 

i could be wrong but it looks that 

Velocity emission POP and Density emission POP Emission are the same simulation ?

 

I have few XP on pyro but i guess it would work like in maya fluid ...so i would try

- one POP that create my velocity => exactly the one you have

- one POP that emit my density but it's more like something that stay low to the ground

- one POP for uprising temperature turbulence

 

I use to separate thing in maya to keep as much control on the velocity / density / temperature grid.

 

The idea is to have some fluid that is

- push upward outward by POP velocity

- has air resistance while wanting going upward that enrich the swirl pattern with POP temparture

 

So i would keep exactly what you have but if it's not the case

- separate velocity pop from desnity pop

- add temperature turbulence to add detail in the fluid

- go HIGH rez

Seperating density/velocity/temperature grids is something I definitely want to try but right now its uncharted territory for me.

 

Try doing few different sims with different turbulence setups, I think for now your curls are too small

Thanks Diego, getting there sim by sim. Getting some high values. 

 

Any ideas on how I can achieve more detail in my dust? 

 

 

Update on a shot

 

Still some issues but I'm really happy with this update.

 

Thanks guys

Edited by johnsonmax
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