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About IhabAli

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    Ihab Ali
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  1. Hello All, I know this probably doesn't exist, but I have an algorithm that can be implemented a lot more efficiently if I'm able to write data to voxels other than than the one the current voxel in a Volume VOP/wrangle. We can obviously sample other voxels from any file or volume primitive but how do we write to these voxels?? My current solution is to create another volume of identical size and resolution and use it to "mark" that the primary voxel needs to be modified, obviously this decreases the efficiency of the code as now I'm iterating across all voxels twice. Rega
  2. Hello, I can't seem to find a recent posts on this topic. I'm on a macOS 10.14 and while it's not a big deal I notice that launching the image viewer or mantra from Houdini takes abnormally long amount of time. It's about 15 seconds to open the image viewer to run the flip book and similar for Mantra to generate the scene(and I'm talking empty scene or very simple one with a sphere and a light). Once Mantra generated the scene or Image Viewer are launched the response is instant. Like I said not a big deal, but I'm considering dropping C4D from my workflow and moving to Houdini for everything, I just wonder if there is some settings I need to mess around with to get things to be a bit more responsive. Thanks!
  3. simple large scale smoke plumes

    thanks but I guess I know how to create a smoke simulation, what I was looking for was guidance on how to get this nice curly smoke plume force that's very obvious when you look at how the smoke is forming. Gas turbulence seems to create velocity vectors that push the smoke away from it's original path in a a stringy motion (curl size affects the curves of those strings). What happening in the reference seems to be more of curling in place. I thought vortex confinement can help but I'm not sure how to control the size of the vortices that form. The reference smoke seems to build up and billow where as even with the billowy smoke shelf tool for example, the buoyancy seems to push the density field fast causing streaks. If the buoyancy is set too low, the billowing effect doesn't form.
  4. simple large scale smoke plumes

    Hello, I spent a very long time trying to figure out how to create a simple large scale smoke plume effect like the one in the attached file. I've tried many things like playing with custom divergence fields, different turbulence scales, different layers of disturbance, different cooling rates, and obviously changing the noise scale and speed of noise animation on the source and turbulence. I get a very stringy behaviour in density close to the source due to the buoyancy from temperature and especially when using wind I get a lot of streaks. I tried doing the simulation at low resolutions to get the general shape right then doing an upses simulation to add the high-frequency details among other things. I'm not really sure what I'm missing ut most of my results look like the attached picture. I would really appreciate any help on advise on how to approach creating this look, also if you know if any tutorials out there(free or paid) I would very much be interested. Thanks, Ihab Straight_Smoke_Plume_2_0764_2K.mp4 ---reference video What I'm usually ending up with what I want to achieve