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shiv_d

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Everything posted by shiv_d

  1. I already have hired an artist and am paying a reasonable rate. I do have a scene file that I made from scratch but for high security reasons am unable to share it.
  2. I am having a really tough time matching the reference of cannon firing from an old pirate ship. I am not able to get the smoke quality and shape or the wind that picks it up. My sim always ends up looking too powdery or thick. If I lower dissipation then the fire or explosive part remains too long. I would be grateful for a working scene file or a setup. Here is the reference:
  3. Hi Everyone! Greetings from Toronto I am trying to do rolling clouds that evolve sideways as they move. Here is the reference: Have to make it look photo-realistic. I tried the Cloud FX tool but it does not give me the nice rolling motion that Pyro sims do although the former does give me really nice detail. I am trying to find a happy middle ground. Can someone tell me how I can upload zip files Your help on this would be much appreciated! We are still in the R&D phases of production. Thank You. Regards, Shiv
  4. Cloud FX for Rolling, Evolving Cloud

    I think part of the problem is also that the cloud volume is right next to the camera further increasing render times.
  5. Cloud FX for Rolling, Evolving Cloud

    I found increasing volume step size also helps reduce render times, but do do within reason.
  6. Cloud FX for Rolling, Evolving Cloud

    Hello Everyone, My CVEX multi-fractal based cloud rendering in PBR mode takes a very long time and sometimes doesn't render at all. My camera is going through the volume so it is right next to it. I would appreciate any suggestions for optimizations. Thank You. Regards, Shiv
  7. Cloud FX for Rolling, Evolving Cloud

    So, I am stuck on another issue. That is, the cloud tool source geo only works when a few units away from the origin. If I translate the source geo way out in world space then it doesn't work. Do you guys think this is an OpenGL refresh issue? Please advise. Thank you. Regards, Shiv
  8. Cloud FX for Rolling, Evolving Cloud

    Thanks a lot, I really appreciate it!
  9. Cloud FX for Rolling, Evolving Cloud

    Thanks for the prompt reply, I appreciate it! Do you have a scene file you can share?
  10. Cloud FX for Rolling, Evolving Cloud

    So, I have more or less addressed the noise. I am doing a smoke sim using the cloud volume as a source for emission. I need to affect them with a custom turbulence field that is in the shape of my cloud volume source. Is there a way to do that? I am guessing using the Sop Scalar Field as a mask from the cloud source volume would work the best. Let me know your thoughts.
  11. Cloud FX for Rolling, Evolving Cloud

    Yes, I have a camera in the scene. I'll try to prepare a test setup file.
  12. Cloud FX for Rolling, Evolving Cloud

    Hi, So, I'm having a rendering issue. My render window MPlay goes completely black and it says No Image at the top left. I have restarted Houdinia nd my PC, both but to no avail. Any ideas? Thank You.
  13. Cloud FX for Rolling, Evolving Cloud

    I have already done that(mess around with flow rate). I think the issue is the aaflow noise(high band noise). Increasing the volume samples decreases the noise to some extent. Have to render it out to see if that alleviates the problem.
  14. Cloud FX for Rolling, Evolving Cloud

    I am using aanoise, the Flow attribute is set to $T / 400
  15. Cloud FX for Rolling, Evolving Cloud

    Sorry Darren, please try again! sd_cloudTestDynamic_v016-Desktop.mov sd_cloudTestDynamic_v018-Desktop.mov
  16. Cloud FX for Rolling, Evolving Cloud

    Thanks for the test Darren, I appreciate it! Unfortunately, my client's needs are very specific. Here is another version I made with elongation, unfortunately, a lot of jitter is visible. I think it is something to do with high band aanoise in the volume vop. Regards, Shiv sd_cloudTestDynamic_v018.mov
  17. Cloud FX for Rolling, Evolving Cloud

    How can I get the clouds I did above to elongate(scale) as they move towards screen right while still preserving the resolution of the cloud?
  18. Cloud FX for Rolling, Evolving Cloud

    Here is my cloud animation, evolving and rotating. As you can see, I am getting nice feather-shaped tendrils, organic rotation and evolution of the noise, appearing and disappearing. Thanks for watching! sd_cloudTestDynamic_v016.mov
  19. Cloud FX for Rolling, Evolving Cloud

    Thank You Nathan, I'll keep those things in mind for the render. I see what you are saying about running the CVEX on any volume and by reading in the density in the pyro sim and applying the cvex noise to it. However, there are a few caveats: 1. I wish to fix the noise / jitter in the viewport, so that would be the OpenGL display. 2. To get the same result in the pyro sim is a challenge. For the evolution of the clouds and the rotation, one would need to reproduce conditions such as temperature and atmospheric humidity. Rolling motion can be caused by the process of cooling down of hot gas. At the beginning, gas rises due to high temperature and buoyancy force. As it begins to cool down, gas starts to descend under the influence of the gravity force. 3. The other way is by using external forces like vorticles etc.
  20. Cloud FX for Rolling, Evolving Cloud

    Hi Darren, No worries, I'll try to prepare an example file By OpenGL preview I mean in the view-port. The jitter is happening in the view-port, I haven't rendered it yet. Thanks! Regards, Shiv
  21. Cloud FX for Rolling, Evolving Cloud

    Hi Darren, Thanks for the prompt reply, I appreciate it! Unfortunately, I am unable to share the hip file since it is for production. Is there a way to reduce noise jitter in the OpenGL preview? I am not using the sky rig. I am creating my own volume vops using aaflow noise and a few math nodes. Thank You. Regards, Shiv ----
  22. Cloud FX for Rolling, Evolving Cloud

    Ok, I am getting really nice results with Cvex Generated Volumes but I am getting a lot of noise jitter on the fine edges / areas of low density. Any tips on how I can get rid of them? Increasing the volume sampling doesn't do it.
  23. Cloud FX for Rolling, Evolving Cloud

    Thanks for the prompt reply Nathan, I appreciate it! I see what you mean by relying more on rendering with Cvex than the OpenGL preview. I am making my own Vops utilizing cvex with rotation matrix and multi-step displacement. How do I add to the Pyro sim density field though, by using it as a fluid source? I am utilizing dissipation, disturbance and turbulence at the moment. Regards, Shiv
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