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catchyid last won the day on October 11 2020

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About catchyid

  • Rank
    Houdini Master

Personal Information

  • Name
    Khaled Abdelhay
  • Location
    Montreal, QC

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  1. Pyro Shredding Question

    I think I got it, with high temperature, vel is already high, so we need to squash it (otherwise will get super long smoke like shapes), and vice versa
  2. Hi, From houdini docs : "Temperature threshold : At temperatures lower than this value the velocity field will be stretched, at temperatures higher than this the velocity will be squashed" Question: is it supposed to be the opposite? meaning at lower temperatures squashes velocity (i.e. temperature is already low, so push vel down further), and at higher temperatures stretches velocity (to make higher flames/licks)? Plz see attached image
  3. assemble/unpack kills attributes?

    Thx Alain, will test it Once more thank you ...
  4. hi, H17.5 I am using assemble/pack/unpack and I am noticing that when I assemble then unpack, some of the attributes of the original mesh are "not the same" or "gone"? Have anyone experienced this behavior before? Note: I already copy all attributes and groups (see below) when I assemble/pack and copy them back when unpacking thx
  5. pyro disturbance radius way too big

    Tx for your reply, I will have a look at my setup and test soon Tx a lot ...
  6. pyro disturbance radius way too big

    Hi, I am attaching a hip file if some one wanna have a look how_to_control_disturbance_radius.hip
  7. pyro disturbance radius way too big

    Hi, Houdini 17.5 In a Pyro sim, I am using distrubance to give details to smoke, HOWEVER, the disturbance pump radius is always BIG -ps. hight of the pump is can be lowered easily by the disturbance scale or 0.375/2 seen below, the problem is the pump spans over big surface area patch. Plz see attached image (Local =1 or Block Size=Voxel size produce the same look). Note the voxel size is way smaller than the radius drown below, so there should not be a problem in grid resolution... Tx
  8. thx I googled "spark shooters" and I found some machines (https://www.amazon.com/BrightFootBook-Shaking-Machine-Right,DMX-Parties/dp/B09732ZNXS/ref=sr_1_2?keywords=cold+spark+machine&qid=1651264030&sr=8-2) So, that brings me to the second question: do they really happen in real explosions/fights? I am looking at many real explosions and I don't see them? Maybe my references are missing them?
  9. Hi, I am watching references and found these sparky "things" (see below), they look cool, but I am not sure what they really represent in real life? They are not fire, explosions, etc... just sparks being emitted massively and fly quickly? I know some experts here will know what these FX are
  10. control field/range in pyro

    okay, thanks so, what that means, we still need to sim twice (low res to measure data) and high res with data applied... thx Again
  11. control field/range in pyro

    Hi, May solvers in pyro (e.g. dissipation, disturbance, etc.) can be further controlled by fields like density, temperature, etc. However, to have a meaningful control, you need to set the max values for this control field (e.g. 0 -> no effect , X -> full effect, or even one can use a ramp to have non-linear control) -- see attached image. My question: the max value of a parameter, e.g. temperature, cannot be known in advance, so does that mean : one needs to sim twice, first to get the max value , second use that max value in the control field? Is that normal? Is there any work around? In the attached image: Dissipation is controlled by Temperature, but it's impossible to know the max value of Temperature before simming first -by default Houdini sets it to 2, but in many sims, this is not the case, in one sim max temperature could be 140.... (so, does it mean, one also needs to sim twice?) Tx
  12. control field/range in pyro

    Hi, May solvers in pyro (e.g. dissipation, disturbance, etc.) can be further controlled by fields like density, temperature, etc. However, to have a meaningful control, you need to set the max values for this control field (e.g. 0 -> no effect , X -> full effect, or even one can use a ramp to have non-linear control) -- see attached image. My question: the max value of a parameter, e.g. temperature, cannot be known in advance, so does that mean : one needs to sim twice, first to get the max value , second use that max value in the control field? Is that normal? Is there any work around? In the attached image: Dissipation is controlled by Temperature, but it's impossible to know the max value of Temperature before simming first -by default Houdini sets it to 2, but in many sims, this is not the case, in one sim max temperature could be 140.... (so, does it mean, one also needs to sim twice?) Tx
  13. Thanks Tesan What is the difference between using vex blackbody function and your code above (e.g. would not blackbody vex function be enough?) Also: Is there any use for "heat" field coming from pyro? Tx again for your help
  14. hi, i am using pyro H17.5 to sim explosion, and guerilla render engine for rendering. my question: the render engine uses blackbody model for volumetrics, however, pyro heat and temperature fields look similiar and could be used for blackbody emission, so any idea if there is a preferred one? I still need to test, but wanted to get some initial thoughts Thx
  15. fire + smoke on a building?

    hi, If I want to simulate a fire on a building, is it better to: (a) sim fire first (ie. smokeless flames), then add another layer of smoke OR, (b) sim fire that emits smoke? what's the best practice here? Thx
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