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Found 35 results

  1. pyro explosion using grain

    hi, am working on an explosion shot (desert explosion). i have seen some grain adverted pyro examples . can anybody give some tips doing it ?
  2. Hi Does anyone know good tutorials for learning Explosions? Thx in Regards Balaji J
  3. previs large explosion scenes

    What is the general approach to blocking out and timing previz for large multi explosion effects(with RB debris). I'm hesitant to jump into pyro until I have a rough idea of size/amount/speed/variety. I'm considering just animating primitives with changing colours and getting these signed off first, but I'm worried the decision makers won't be able to see past simple geometry references. I guess studios have stockpiles of explosion assets they can work with. Any thoughts appreciated. Thanks James
  4. Animate parameter per cluster

    Hello ppl! Have a question about pyro clustering that i've been thinking about for a long time now. So i have multiple explosions on impact and i'm using pyro clustering for that. How do you animate parameters per cluster? For example i need the timescale to be 2 when an explosion starts and gradually come down to 0.5 after few frames, but per cluster. Any ideas on how to approach this? Unfortunately i can't share my scene file. But you can find the similar setup here. Thank you!
  5. flip object explosding

    hey! I'm trying to turn a deformed box into a flip and let it explode (the deformed box is just to fake some numbers exploding into water). I'm looking into some way of applying a radial force to my flip sim, but metaballs doesn't work, not sure if I'm missing something...or if there's a smarter way of doing it... countdown_explosion_v002_t000.hiplc
  6. Explosion Trail

    Hi, What is a good way to get good looking tendrils/explosion trails like in the photo. Everytime I attempt this look, my sim just winds up mushrooming out and I can't get the motion I want. Here is the full video of the reference: https://youtu.be/obmbR4lP6Ws I have tried many things. I tried emitting from particles and used the trail sop to create a trail of particles, I have tried emitting from just a few particles, I tried geometry, but I can't seem to get the look that I want. Here is another sim that I did where you can see motion is not that great. https://vimeo.com/262084530 Thanks
  7. Fluid Explosion with Viscosity

    Hey guys, I was having a little trouble with my fluid explosion. I want it to be very similar to this but I'm having a few problems. 1. The ground plane doesn't react with the fluid. 2. I want the explode the fluid in a series of directions but for some reason, it is only going in one. 3. I can't seem to get it to burst. Instead, it keeps emitting I'm sorry I haven't done any fluid simulation before but really want to learn. Thank you! Fluid_Explosion_002.hip
  8. Slow motion explosion

    Hi everyone, I`m currently working on my 2nd year university project. I have 3 buildings exploding together somehow i managed to get that bit in slow motion by using timewarp right after the dop network. (Don`t think if that was the right way anyways). However the same method is not working with pyro explosion sim. I have the sim ready but i need to make it 4 times slower than it is. I`ve been struggling for a while so really appreciate some suggestions. Thanks.
  9. Explosion Rbd with pyro clustering

    Hi, i'm working on an explosion scene with pyro that existing from pop trails. but when i simulating my pyro, the area of sim is going bigger so much and killing me. i think there is a way like on that video is there any way to make multi containers like clustering my rbd explosion as like that for speed up sim? i attached the hip file that i found on web and learning from it. Rbd_Explosion_With_Smoke.hip
  10. I'm looking for a tutorial. I want to make something like dust smoke that spreads from all directions after the bomb explodes. Thank you for your help. Dear.
  11. Grain particles explosion

    Hello I have a very strange situation where the grain particles suddenly explode along a line!.instead of volume collision I used "use surface collision" for collision detection for the body of the butterfly .as you can see there is no problem, but right the next frame the particles explode in such a strange way that I couldn't figure out why. I checked the setting for dozens of times... I found nothing wrong.I have other simulation with the same setting, It is worse.please let me know If something's wrong. thank you in advance
  12. Magic explosion

    Im thinking for few days how can I start with this kind of effect: Pinterest I was trying with animating noise on the shape and emit particles from it to get something similar but it looks so bad. There is no topics about this kind of effects so maybe someone here can give me so tips or did something similar? It shouldn't be longer than 1 second.
  13. New Tutorial about PyroFX

    Check out the new tutorial about creating explosion with pyrofx in Houdini. https://www.cgcircuit.com/course/explosion
  14. Hi, I am an experienced Software Engineer with a good eye for Visual Effects. I have over more than 10 years of experience in developing advanced software systems for simulation and animation companies. In addition, I've invested that last 5 years exploring and educating myself all about Visual Effects. Below is my demo reel. Please check https://www.linkedin.com/in/khaledabdelhay for more details on my technical/artistic skillset.
  15. Vacuum space explosion

    Hallo! I'm trying to figure out how to properly do space explosion / impact on mars or any other planet that has no atmosphere. I've read huge topic about smoke behavior: http://forums.odforce.net/topic/18397-get-rid-of-mushroom-effect-in-explosion-and-add-details-in-the-opening/ So let's begin from simple things. REFERENCE: so behavior of dust/particles is... super simple. About like this: Ans this behavior is everything I can't achieve with smokesolver. Maybe I'm idiot. Test of explosion: 1. microsolver "projectmultigrid": When I turn off this microsolver it actually does what I'm trying to achive: no mushrooms because of no pressure. Thing is, I'm trying to somehow control gradient between on/off. Because velocity is not expanding. And there are a lot of artifacts. Mushrooms in explosions are the effect of the pressure (from what I understand), and as it's wrote in large Jeff post (in link above) : divergence field. But because I'm working right now on smoke solver only : it does not have this field (no combustion model). So main question is (probably): where should I control pressure. Or disable it? I've modified it on the dop level, with gasvop with pressure subtracted from itself, mult by 0 - but it did not had any effect (both presolve and postsolve). I assume it calculates this vel somewhere in between (?). I must be doing something wrong. 2. How to make smoke just keep going without twirls and all of that "nice stuff". Just inital vel, that's it. Imagine super simple sphere, default pyro, all off, only vel up. What I've tried: - somehow remove pressure (not sure I've done this right, but I could delete temperature, vel, density... but pressure without any luck) - advect vel field itself (no difference in vel = no pressure), but that lead to uncontrolled vel turbulence, when used with more complex emitter. - somehow blurring vel field and adding it when projectmultigrid was off to expand smoke. - make those red particles a volume and to look like smoke, but there is problem with disappearing (they kind of always pop out of existence even if particles fade nice and slow). Some tests: advecting smoke only with "pipevel" , again projectmultigrid off (no mushrooms = good)
  16. Hello everyone, I am trying to achieve an effect similar to the video bellow: Explosion I am currently working on the secondary arrowed smoke that rises right after the explosion. My problem is that I cant seem to figure out how to make the beginning of the arrow sharp and also I want the smoke to expand significantly more after the initial arrow (check attached image) I am currently doing this with an emitter, is that the right way to go or I should use another technique like creating velocity arrows and using the pump relationship? Any other advice on creating this effect or on fluid simulations in general is welcomed. Thanks a lot
  17. Houdini General Quest

    Good evening/morning/afternoon Houdini fellow artists, recently noticed that whenever i click on either the billoway smoke,fire,explosion... i get this funny thing on my viewport please take a look at the attachment, and also houdini been playing up... whenever i open it it start without a the construction pane or grid, so i am having to turn that on all the time i am running houdini, and whenever i lay down lets a say any geometry "sphere, box...." the display normals are automatically turned on without me touching it, thanks in advance, hope to hear from you soon thanks
  18. STUDENT DEMO REEL 2016

    Hello. I just recently graduated from VanArts which is based here in Vancouver. I have completed my demo reel in FX which is to say primarily using Houdini 15.5. I hope you all enjoy watching it as much as I enjoyed creating it. I am attaching the link below. Please let me know of any suggestions, criticisms all is welcome. Thank you. FX DEMO REEL 2016
  19. I'm trying to create an explosion trail and I almost have the look I want but I'm getting an issue with my fire dying off. I created a bunch of emitters and keyed their "scale source volume" to create a line of explosions. I want the fire to die off from left to right, which I thought would happen because my sim starts from left to right; however, my fire is dying off from right to left starting with the explosion that most recently went off. In addition I am trying to find a way to get rid of the trails of smoke leading back to my emitter but I don't have any ideas on where to start. This is what I'm using as a reference, I think it's a scene from Spectre. I'm trying to recreate one of the trails that goes left/right. https://youtu.be/zhBxfNm3rJE?t=43s After the explosion the smoke just rises and doesn't leave any columns from the initial blast. Anyone have any ideas?
  20. I've done upresing the smoke-only simulation, but never done the pyro(with fuel field). When I tried to upres my explosion simulation, I get the similar shape/motion as my low res one, but not the same density/heat/temperature. I would assume it's because gasupres DOP doesn't have the 'gas released' parameter, which would work with my source volume and affect the initial density/temperature/heat of it. What am I missing in this work flow?
  21. Ground Explosion

    Hi, I'm trying to create a scene where a 'missile' hits the ground and causes an explosion. I wanted to the ground to explode too, chunks of rock fly up as well as the pyro explosion. I created the ground from a simple geo and applied the fracture and created the pieces I like. My issue is, how do i make this explode in the dop-net? I bring it in and have a tube object coming from below it to create the explosion fracture, but the pieces fall off screen since they are effected by gravity. When i add a ground collision object the TUBE object doesn't go though it and doesn't fracture the piece. My question is, how would I make it so the fractured object gets "blown up" with the pieces landing on the ground and so my colliding object can hit the fractured object without getting blocked by the ground. Thanks a lot for any help!! Any examples or knowledge of pre-exisiting examples/ tutorials would be awesome!
  22. Hello, I am not sure in which category this question is supposed to go. I have an explosion with a very low angle (a lot of sky) and can't decide whether to use a small or big focal length to communicate a nice, massive blow! Is there a rule of thumb for this? Thanks
  23. DIVERSIO making of

    Hi! A little 'making of' to see how things happened. Hope it will be interesting and useful to someone : ] How it was in workflow...
  24. DIVERSIO

    hi! It's always a big challenge to learn a new software from a scratch, in my case it was Houdini. Through dozens tuts, understanding basic aspects and workflow I decided to try to do something myself. As I know, this is the best way to learn ) So, I wanted to have a scene to work with maximum aspects: modeling, lighting, shader building, visualization, animation, workflow organization... and of course RBD, particles, pyro... Finally, I realized, that the scene and design from the Avengers movie will be good to borrow, of course not without my personal vision. Yes, it was hard to jump from Autodesk workflow to Houdini's, but, to be honest, I fell in love with Houdini XD, sometimes we fought, but I think it's okay. There were a lot of fails and misunderstanding during work, got over that I learned more, and the more I learned, the more I wanted to try to do next. Weeks in the evening after work, weekends and holidays.... render, rerender, compositing, sound and here it is! Big thanks odforce.net, Ari Danesh and SideFx in particular. ! watch in the best quality on http://www.24eff.com/ or download original video from https://vimeo.com/132310854
  25. Pyro quick explosion

    Houdini pyro quick explosion test using particle source.
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