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Found 174 results

  1. Hello all, I've run into a problem that's been making me go in 6 directions and I can't seem to get any of them straight in my head. I have one cache that I want to copy to points that show up over time, I'm basically doing a running explosion like this https://gfycat.com/shinyhardanaconda When I copy the packed and cached sim onto the points the cache doesn't play with the offset of the points on the copied caches, so how would I go about offsetting each new sim on the new point. I've created a point attribute that marks the frame that each point gets created but I don't know how to connect that to a time offset or shift that would make it work on each point. Am I even doing this the right way? Anything helps, thanks.
  2. Hi guys, I'm kinda new to this software and this is my first post, after several days of trying to solve this problem: Am trying to simulation how stellar wind affects the gas clouds in interstellar space. https://www.spacetelescope.org/images/potw1106a/ (reference picture from Hubble) When new stars are born in high density regions, the ignition and radiation of these stars create winds that pushes the dust around them, sculpting away the surrounding molecular cloud. These winds can reveal this hidden star formation process and sometimes accelerate it, when this expansion compress another high density spots, this slowly collapsing cloud will form a new star. These places are also called stellar nurseries. So, i'm trying to visualice is the first parts of this process, the way stellar wind sculpts and reveal the clouds around them. I've modeled a random cloud to represent the very uneven density distribution. Where i'm having problem is in getting this "wind" to affect more the lowest density regions. I tried with a couple of fan forces in oposite directions and kinda worked, but could not get to work a mask using the density field, maybe is posible, but i couldn't do it. Then i tried a gas field wrangle to get a another velocity field "wind", from the origin and multiply it by a factor inverse to the density squared (see screenshot) This also kinda worked, but i get a very voxely looking render (video attached), maybe with a higher resolution and some blurring node somewhere could improve this. I also would like to achieve the effect that the winds is slowly expanding trough space (since the spatial scales here are huge), maybe i could bound it to an expanding sphere? (i dont like that the wind effect is instantaneous in all the scene) maybe some kind of raycast could be an option? i'm open to ideas, coz i don't even know how to begin to google that :/ That's what i've tried so far, would be really happy if someone could share some ideas or resources! Thanks in advance. pd1: another idea i would love to implement is to fake the dust colapse by gravity with some clumping also based on density (i tried with gasshred and gas surface tension with poor results) pd2: Eventually, i would like to get this expansion and subsequent peripheral density increase around to spark the birth of new stars. I don't know if is posible to create fuel from a certain density threshold or something like that. But that's a second post i guess. StarDust_07.hip StellarWind_Advect2_1.mp4
  3. Sandstorm with Billowy Smoke ?

    Hey ! I am creating a sandstrom with the billowy smoke in Houdini. I was wondering how I can get rid of this mushroom clouds that is popping out of the sandstrom after 3-4 seconds ? I have added 2 render is the attachment. One of frame 32 , where the look is good of the sandstorm and one of frame 173 , where you can see those big mushroom clouds.
  4. Hi magicians, I was trying to create render passes for the fire, I want my temperature and fuel to be render as different render passes, I tried to use temperature and fuel as float in extra render images, but the problem is that, I am not been able to get it properly. what is the way to get render passes for temperature, fuel and heat in extra image details ? I would also like to know the way to render normal passes and any other passes which can be rendered out from volume, like opacity pass or something helpful in compositing. I get the fire mask from the shader but it is not that useful. Thank you.
  5. smoke sim

    hi all so i've been trying to make smoke come off of a pillar as it gets broken but at the moment all im getting is this steamy cloud kind of following the debris parts , and i have no idea how to make them more refined and also to make the smoke more of a thicker trail , any help with this would be greatly appreciated, i am still very much a newbie to houdini. Wall_Fracture63.hipnc fist.abc

    Hi Everyone I am new to Houdini. I study three methods to make colored smoke. I can simulate color particles from all of methods but I can not render out colored smoke. As for method 3, more frustrated on the pcopen of material builder. I can not write out particles at all, there is no smoke to render out neither. I really need some help to know how to render colored smoke or pyro after simulation. sorry can't upload file so only use youtube to point out my questions. 1. Method 1: https://www.youtube.com/watch?v=sTObU9iYmmM I only can render grey smoke but can not render colored smoke at 9:18 of video No idea why? 2. Method 2: https://www.youtube.com/watch?v=FudW5RpFw9s&t=60s I set up a material pyro shader to render. I only can render grey smoke again not colored smoke. No idea why? 3. Method 3: https://www.youtube.com/watch?v=A_0emoJjWc0 I follow up video to make the path for point cloud texture, but can’t write out anything after rendering at 30:27 of video. No any smoke at this time. Hope guy can give a help to solve the above issue. No idea where I missing. Thanks in advance Ben
  7. DOP in for-each loop

    Hi community! I have a huge destruction scene, where I'm stuck with the ground impact dust. Basically i need to make a smoke sim on every collision with the ground. I have my impact points in place, with birth frame data as well. My guess was to make a for-each loop with a DOP inside of it for every point. It works, but every frame it recalculates the whole sim until the current frame, which is of course is not good. The scene is so huge and scattered, doing this in 1 sim would take an eternity. How can I do this in a correct way? I`m sorry, but i can not post any of the hip file. Thanks for reading this, also a huge thanks if you answer. Cheers. **edit: im on H16.0
  8. Modifying Temperature before FluidSource

    This could be a really simple question, forgive me. I was curious how you would go about modifying per particle attributes (specifically temperature) when converted to a volume. For example I have a fluid particle sim and I want to use that in dops for a smoke solver.. and modify perhaps the temperature based on their respective ages. so far I've just randomized them dying based on age. which feels binary. so I wasn't sure if I could do something more in sops or if this would be a global dops animated kind of thing. Something a little more interesting and controllable is modifying the pscale for the particles. when going into a fluid source or a vdbfromparticles. I was hoping perhaps there's a similar scenario in which I could pre multiply temperature in the same way pscale is being done. Is there any guidance perhaps down that avenue? Uploaded a simple file if that makes my incoherence any more understandable. Cheers. Example_File.hiplc
  9. targeted smoke and debris

    Hi all i have been trying to make a wall fracture as per a punch and then have smoke and debris come off of it, but at the moment smoke comes off of everything all at once , this is the first year i have touched houdini and didn't start till later in the year so i am still a complete beginner , ive compiled the scene so far from a mish mash of tutorials and how i understand it to work, i have attached my hip file and also the abc of the punch rotomated to a sphere. any help will be appreciated Wall_Fracture41.hipnc PunchRotomation.abc
  10. Explosion Houdini

    Does anyone know good tutorials for learning Explosions? Thx in Regards
  11. Hey guys, im kinda new to houdini working on a personal project... ive tried destructions in houdini but im a bit confused as to how to get through this effect i have a similar scene in working on and i need the pretty same impact on the ground i would really be thankful if u guys helped me a bit with this thank you
  12. Colored Smoke with CMYK

    Last week a guy asked in the brazilian houdini group, in facebook, how to simulate colored smoke. I believe there are lots of hip files with this kind of effect, but while thinking about it, it came to my mind the possibility of using CMYK instead of RGB, since cmyk is more suitable for mixing colored things other than light. I couldn´t spend more time testing it or improving the file, but it seems to work, so here´s the hip file. colored_smoke_V002.hip
  13. Fast smoke simulation

    Hi there, I am learning about smoke in houdini and I am desperately trying to achieve an effect like this By this I mean a fast paced smoke puff that spreads out wide, like almost in a V shape. However, no matter what I do, my smoke always ends up looking very straigt. I can achieve the fast paced but then it looks even more straight I think. I tried making it faster by chaning the time scale, giving it a high buoyancy lift, using my normals as a velocity volume (in source volume node) and setting the scale of it to very high, setting the temperature scale to a higher values, etc. All these individual things work for the speed, but I keep ending up with quite a straight line, or something that isn't making sense at all. I tried adding turbulance, but this also doesn't help me to achieve that "v shape". I hope someone can explain to me what is going wrong, because I am totally lost.
  14. Combine clustered pyro into one domain/object to export for render in v-ray Maya? Thanks in advance.
  15. Hi, I am trying to figure out a way to mix smokecolors in DOPs without the effect of the velocity "Maximum" setting. Its a bit hard to describe so just check out my file. I have two methods of mixing the colors. One is done in DOPs putting Cd in the velcity volume of a source volume and setting it to Maximum. Because it is set to Maximum (because of the lack of another better working mode), colors tend to blend in a (somewhat expected) weird way. so two voxels, one with color (1,1,0) and the other with (0,0,1) then blend together to something that is (1,1,1). And I'm pretty sure blue and yellow smoke do not mix to white smoke ;-) The other one is done using particles which inherit the emitters color and are advected by the smoke. In a postoperation I transfer the color of the particles back into the volume and because it extrapolates it gives a nice colormix that is more of a blend operation and looks correct but its way more processing intensive (especially with highres volumes and lots of particles). So my question is: can the result of the particle workflow be somehow achived in dops without using particles? PS: I did try to do the coloring in a shader and it worked (its not in the file), but I would still need to create particles and I guess there would be a pretty large hit in rendertime sampling those particles in the volume. Cheers, Ronny colored_smoke_v03.hip
  16. Stylised Trails

    Hi Guys, I need a little advice. I am trying to create trails that have a look similar to the image below. My initial thought was to scatter points on a circle with an initial velocity and then advect them through a volume using curl noise...before using an add sop to group by id (Hip file attached). I am having difficulty trying to replicate the look and feel of the trail animation in the video below at 0.24. The trails appear very wispy and almost fluid like. If someone can help point me in the right direction that would be greatly appreciated. Many thanks, Clive Test_Curves.hip
  17. Smoke interaction

    I would like to make 2 smoke sources to interact with each other. How can I set up my scene to make it happen? smoke.hipnc
  18. Introduction to FX using Houdini - workshop

    Hey what's up guys, Only 1 week left to sign up for my fast-track Houdini workshop "Introduction to FX using Houdini". Limited student capacity! Over the course of 9 weeks and 33+ hours of tutorial content students learn how to do procedural modeling, particle-, RBD-, pyro-, FLIP- and whitewater simulations. On top of that we're going to talk about lighting, shading, rendering and we're going to dive deep into VEX scripting. I would love to answer any questions that you might have!!! Cheers, Manu Find the complete course syllabus here: https://www.cgmasteracademy.com/courses/16-intro-to-fx-using-houdini Also for more detailed information on the workshop, check out an interview that was done on 80.lv recently: https://80.lv/articles/making-first-steps-in-vfx-with-procedural-tools/ Here's a quick teaser:
  19. I'm accustomed to adding additional detail to smoke using the Pyro Shader by creating dual rest attributes and using those to generate Noise with the shader. It seems though when I adjust the Scale Time on the DOP Network node, something becomes off. In my attached video, you can see that the Noise of the Pyro Shader is causing a popping every 30 frames. I'm not sure how to resolve this issue and any tips would be much appreciated. Thank you. smokeTest_001.mov SOLVED: simply use the pyro solver's time scale instead of the DOP's
  20. Hi guys! I am working on a project that needs a spirit moving through a scene, it needs to be like flowing smoke with a glowing light effect so that if reflects on objects in the scene. I cant work out how to emit light from the smoke and move with the animation, i have been playing with both volume lights and geometry lights but i cant get either to move with the animation, they both stay at where the animation is on frame 1. I have tried selecting the volume and creating a volume light from that, and also using the original animated geometry before it was turned into a volume and making a geometry light from that, but neither use the animation. Can anyone suggest what i am missing or doing wrong? Or way to get the smoke to emit light and use the animation to move? I have attached a r&d scene file and a play-blast of my problem as it stands at the moment, any help would be really appreciated! smokeLight_001.hipnc smokeLight.mp4 smokeLight_001.hipnc
  21. Smoke changing color

    Hello! I am new to Houdini, but am attempting a fairly complex effect. I need to emit smoke and particles from a piece of geometry, with these specific characteristics: The smoke and the particles must start off as grey. The particles should be emmited from a black-and-white mask that is mapped onto the emmiting surface (white=emit, black=no particles emmited). This texture should be animated. The color of the particles should be defined at particle birth by another moving texture (an animated fractal noise, for example). At 1/3 of their lifespan, the smoke and the particles would change into two different colors (blue and pink,. I am guessing that the right way to do this is to start with the particles, and then copy the color attributes onto the smoke. The two should move together, so... should I first do the smoke, and them move the particles along the same forces? Any help would be greatly appreciated! cheers, Diego
  22. Hello! I want to present you my latest project! Did a test of cold smoke, the video below. Hip_file is available for download HIP_FILE https://gumroad.com/l/iOkAd
  23. Viewport visual of smoke looks too low detail

    I've had this issue a few times and I'm pretty sure it's me now doing something wrong. I built a simple smoke solver from particles of feet hitting a grid. When I bring those particles into the smoke solver the smoke that it will generate will be really low quality, as you can see, nomatter how much I divide it down. Would the reason be a shading issue or a density issue? Thanks for the help! WalkingDust_001.hipnc
  24. smoke separation

    hello i have give different material to two smoke emitters but if I create two smoke objects , smoke object 1 dose not effects each smoke object 2 how can create effect between two smoke objects thx separation smoke.hip
  25. VDB smoke uv mapping

    Hi guys I'm trying out some stuff for my upcoming project and was wondering how to make uvs for smoke converted to poligons, so that they would remain stable rather than jumping around every frame. I found some info on using dual rest position, however I'm not sure how to tackle it, or if it could work with this approach. Here is what I have right now ( I'm not sure if you can see that, but there are scratches on the surface of the smoke which as expected change where they are every frame, the question is how to make them remain in place even tho the number of points is changing and whole thing is deforming) Here is the type of effect I'd like to achieve: Any tips are very much appreciated!