Div Posted October 25, 2007 Share Posted October 25, 2007 Hi, I'm trying to make some fire and have some questions for you. I'm using Andrew Schneider's VEX flame shader ( http://www.cgijedi.com/scripting/maya&...ni_shaders.html ) on metaballs instanced on particles, and following the different posts i find on this forum i use a convert meta and a peak_sop to create my flames. That's give me a nice start, but i can't add more detail to the flame. I explain, the result mesh is pretty round and flat, so as the render with the x-ray shader, and i don't find a way to give more detail/relief to that mesh. I'd like to do a fire, with nice relief/details like this one, and don't know how/if i can add more details in sop, or should i do this in the vex shader, using some fractal noise ?? (Pictures is from Ron Fedkiw's website : http://graphics.stanford.edu/~fedkiw/ ) Thanks Quote Link to comment Share on other sites More sharing options...
Div Posted November 30, 2007 Author Share Posted November 30, 2007 Here is the hip (houdini 8.1) and a quicktime of what i've got, how can i improve this ??? fireTest.mov FireTest.hip Quote Link to comment Share on other sites More sharing options...
Jason Posted November 30, 2007 Share Posted November 30, 2007 Here is the hip (houdini 8.1) and a quicktime of what i've got, how can i improve this ??? You could try the Fire Solver in Houdini 9.. It's not 1-click easy, but you might have fun? To get more activity, use a Noise Field force and also use Vorticles. Unfortunately the current vorticle setup "Seed Vorticles" don't continually emit new vorticles, so you might have to have it a bit yourself and make a version which introduces more vorticles at the source. Ivan deWolf had a nice movie of Houdini fire he made using the Fire Solver - perhaps he could post them here? Ivan? Quote Link to comment Share on other sites More sharing options...
MIguel P Posted November 30, 2007 Share Posted November 30, 2007 You can add more particles, motion blur, and some glow in post I tried and did this today. Metaballs with the x-ray shader and particles with some vop noise. fire_metaballs.avi Quote Link to comment Share on other sites More sharing options...
mrsmary Posted December 1, 2007 Share Posted December 1, 2007 hey miquel. is it possible to send the hip file? Quote Link to comment Share on other sites More sharing options...
MIguel P Posted December 1, 2007 Share Posted December 1, 2007 (edited) hey miquel. is it possible to send the hip file? Sure. Here is it. I changed the old one and used the stanford bunny. I also attach the final result with some contrast and glow added in comp. flame_noise_odforce.hip fire_bunny_metaball.avi Edited December 1, 2007 by MIguel P Quote Link to comment Share on other sites More sharing options...
mrsmary Posted December 1, 2007 Share Posted December 1, 2007 thank you so much Quote Link to comment Share on other sites More sharing options...
pclaes Posted December 2, 2007 Share Posted December 2, 2007 Hi Miguel, very clean and it looks quite optimized. Nice useage of $CA. I took a look at the vex code in your v_velocity2 sop and I like the clean implementation of it (I read somewhere it is also a lot faster then using a point sop). I was wondering where I can implement my own kind of vex code for sops. I've been looking through the help file on vex but couldn't find it straight away. Through vops and an "inline" node I can have acces to vex, but I was wondering how you do this? I have to take a look at digital asset implementation a bit better, or maye it has to do something with the command line? Same thing for the xray shader although I can see where that was implemented through vops. Thanks for sharing this interesting example! Quote Link to comment Share on other sites More sharing options...
MIguel P Posted December 2, 2007 Share Posted December 2, 2007 Hi pclaes, I'm glad you liked it. Yes, using vex is faster than a point sop. To write your operator in VEX is easy. Go to File>New Operator Type, and there choose a place to save the otl, set it to vex style and your network type. In the new window (the Type Properties window) you can write the code going to the code tab. I usually use VOPs, but in the case of that node I writed it by hand with a shorter code than VOPs would generate because I use it in almost all my scenes. Quote Link to comment Share on other sites More sharing options...
pclaes Posted December 2, 2007 Share Posted December 2, 2007 [quote name='MIguel P Quote Link to comment Share on other sites More sharing options...
Div Posted December 3, 2007 Author Share Posted December 3, 2007 That's a nice fire, and nice tips... Thanks very much to share it Miguel... I am studying your hip.... Quote Link to comment Share on other sites More sharing options...
Visual Cortex Lab Posted December 3, 2007 Share Posted December 3, 2007 really impressive Miguel.. as always.. Quote Link to comment Share on other sites More sharing options...
MIguel P Posted December 3, 2007 Share Posted December 3, 2007 really impressive Miguel.. as always.. Thank you Jean-Claude Quote Link to comment Share on other sites More sharing options...
cdrom Posted December 4, 2007 Share Posted December 4, 2007 nice fire thanks MIguel for hip Quote Link to comment Share on other sites More sharing options...
rob Posted December 5, 2007 Share Posted December 5, 2007 (edited) Great use of Vex there Miguel for the noise.Makes me wonder about hard coding more so less nodes need processing.About your use of $CR in the birth probability. I thought this variable could ony be added / used by the colour pop. Whats the reason behind its use is it just for visual reference ?. Certainly very impressed with your HIP. Edited December 5, 2007 by rob Quote Link to comment Share on other sites More sharing options...
MIguel P Posted December 5, 2007 Share Posted December 5, 2007 Great use of Vex there Miguel for the noise.Makes me wonder about hard coding more so less nodes need processing.About your use of $CR in the birth probability. I thought this variable could ony be added / used by the colour pop. Whats the reason behind its use is it just for visual reference ?. Certainly very impressed with your HIP. I painted the emmison objet using noise and then used $CR in the source to emmit by the $CR intensity, so in the black areas there are no particles. I made that so the fire doesn't look so uniform. Quote Link to comment Share on other sites More sharing options...
shareu Posted December 6, 2007 Share Posted December 6, 2007 [quote name='MIguel P Quote Link to comment Share on other sites More sharing options...
wfd Posted October 3, 2010 Share Posted October 3, 2010 goog thank you Quote Link to comment Share on other sites More sharing options...
jakigui Posted June 3, 2015 Share Posted June 3, 2015 Hi Can u explain how the xray shader was built? Thanks. Quote Link to comment Share on other sites More sharing options...
anim Posted June 3, 2015 Share Posted June 3, 2015 this thread brings back good memories you can right-click on the shader, Type Properties... and go to Code tab to see the VEX code of the shader but since it seems to be originally done in vops and it's quite simple, here is reconstructed VOP version xray_shader_vop_version.hip 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.