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Found 521 results

  1. Hi, im trying to render a simple pyro explosion with Vray. My steps are pretty simple for now: I added a pyro sim from the shelf tools to my scene gave the sim a material that has the Volume Grid shader https://imgur.com/a/rdjdjtY This is what i end up with. Inside the Volume Grid under Fields i enable Fire, and use the flame attribute, but nothing changes. I have full controll over the Smoke parameters in the Smoke tab, but nothing changes when adjusting parameters in the Fire Tab. Here are my Volume Grid Settings: https://imgur.com/a/kBtFDZm Im sure im just forgetting a step or something. I would appreciate any help. Thanks! pyro_vray_test.hiplc
  2. Burn vs Fuel

    Hello, I am following a few tutorials on how to make an explosion/fire. Some of them use the attribute burn and others use fuel. Can I please know if there is any difference between the two? Thank you very much.
  3. Maintaining Voxel Size in Sparse Pyro Sim

    I have a sparse sim in which several pyro events occur at different times & different places. As new elements are sourced into the sim, the overall bounds of the sim increase - sometimes dramatically changing the quality of the sim as the voxel size adjusts - see two back-to-back frames below. is there a way to maintain a consistent voxel size throughout the duration of the sim while using the sparse solver? Thanks, Luke
  4. Emit pyro outwards (not upwards)

    Hey everyone, I have an animated object moving in a sin wave type motion. I am trying to emit smoke outwards from it. At the moment the smoke is just rising in Y which isn't what I want. Any suggestions? + i made an awful unnecessary diagram, it might help or it might be confuse matters
  5. Sparse Pyro Source Problem

    Hello, I'm trying out the new sparse pyro tools and really like them. However I am stuck at one point: The "pyrotrailsource" that feeds into the volume rasterize attribute node always produces these weird sources. It looks like the source is cut exactly in the middle in a low and high density field. The screenshot above is straight from the Shelf Tool "Aerial explosion". You can try it out yourself in H18.5. Sadly, the issue carries over into my custom explosions. This is how a customized source produces uncontrollable results in the combustion: Source: Result: Note that this issue is not caused by the shelf tool volume rasterize attribute. I created a fresh node: Same problem. I also checked all the particles outputted by the pyrotrailsource, they look fine and consistent. Any ideas would be much appreciated.
  6. Hi I'm try to do a fire ball but when it emits the fire, appear circular shapes in the surface of the emitter. How can I "break" this shapes? Thank you.
  7. bombing explosion effect

    Hi everyone, I am planning to do a bombing explosion effect like this https://www.military.com/video/operations-and-strategy/air-strikes/heavy-carpet-bombing-footage/2069227652001 I am planning to drop the bombs with particles, but I don't know to approach with triggering the pyro explosion once the particles hit the ground. And also, with multiple explosions like this, is it recommended to use pyro cluster? Thanks.
  8. Fireball whispy effect

    Hello, I'm trying to create something along the lines of first image attached, and I was wondering how I could go about this look. The second image is what I ended up after some tinkering around with flames shelf tool, however its ways off. Is it possible achieving this look with just playing around the settings of pyro solver or did I bite off too much? thanks for any help
  9. Hello, total beginner here. I was watching a pyro tutorial that used the old (Houdini 16) pyro work flow. They used the smokeless flame shelf tool on a sphere, then in SOPS they used the original fluid source just for the fuel attribute and then another fluid source just for temperature. They then used a transform on the temperature fluid source to animate it to pass through the fuel thus triggering the simulation. Does anyone know how I could achive the same thing in the new (Houdini 18) pyro work flow?
  10. I found that volunteers are making a Houdini18 version of GasUpRes. Sparse Pyro Upres, the easy way - part1 (Vimeo) Sparse Pyro Upres solver for H18+ [hipfile] (Vimeo) So, is it possible to make GasUpRes with minimal solve in Houdini 18.5 version as well as these? Thanks!
  11. Slow-motion Tire Burnout

    Hello Guys! I´m having a little trouble with a scene and was hoping you guys could help me figure it out. I´m trying to recreate this tire burnout effect. not the classical, lots of smoke everywhere, but this simple and detailed smoke. https://therealmarky.onfabrik.com/portfolio/audi-r8-spin at the moment I´m emitting some particles at the tire contact with the ground, and using them as an emitter for the smoke. The real problem comes with the slow motion. I´ve tried retiming the sim, but it wont match the animated car. I´ve tried doing the sim at the origin. smoke looks better, but its noticeable how it is moving across the scene. I´ve tried taking the time scale down to 0.5, 0.1, 0.05, 0.025. the sim slows down, but it obviously looses all the details from the microsolvers. My question is, how would you guys attack this kind of slow-motion shots? am I in the right track with the pops and timescale? Thanks a lot in advance!
  12. Hi, Is there a way to do this using the sparse pyro, or is this not necessary anymore in 18.5? Thanks!
  13. Hi! I'm actually trying to get trough the tutorial series of Houdini "Destruction FX", and I need to use the Minimal OpenCl Solve for a Pyro Sim. But as soon as I turn it on, my console pops up with tons of errors showing up! I couldn't find something talking abt it on the internet as it is a pretty new feature, so if anyone knows how I could solve that it would be perfect. Here is the massive error message: In file included from C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include\CVDBUtil.h:31: C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:22:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[0] = floor(xyz->mVec[0]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:23:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[1] = floor(xyz->mVec[1]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:24:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[2] = floor(xyz->mVec[2]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:117:23: note: expanded from macro 'CREATE_LERPSIMPLE' cnanovdb_lerp##SUFFIX(VALUETYPE a, VALUETYPE b, float w) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:117:36: note: expanded from macro 'CREATE_LERPSIMPLE' cnanovdb_lerp##SUFFIX(VALUETYPE a, VALUETYPE b, float w) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:115:46: note: expanded from macro 'CREATE_LERPSIMPLE' #define CREATE_LERPSIMPLE(VALUETYPE, SUFFIX) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:234:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec -= 0.5; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:236:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec += 1.0; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:238:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec -= 0.5; ^ error: front end compiler failed build.clBuildProgram (-11) OpenCL Exception: In file included from :1: In file included from C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include\CVDBUtil.h:30: C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:84:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mMatD[9]; // r,c = 3*r + c ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:85:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mInvMatD[9]; // r,c = 3*r + c ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:86:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mVecD[3]; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:87:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mTaperD; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:221:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mBBox[6]; // 48B. floating-point bounds of active values in WORLD SPACE ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:222:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mVoxelSize[3]; // 24B. size of a voxel in world units ^ In file included from :1: In file included from C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include\CVDBUtil.h:31: C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:22:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[0] = floor(xyz->mVec[0]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:23:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[1] = floor(xyz->mVec[1]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:24:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[2] = floor(xyz->mVec[2]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:117:23: note: expanded from macro 'CREATE_LERPSIMPLE' cnanovdb_lerp##SUFFIX(VALUETYPE a, VALUETYPE b, float w) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:117:36: note: expanded from macro 'CREATE_LERPSIMPLE' cnanovdb_lerp##SUFFIX(VALUETYPE a, VALUETYPE b, float w) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:115:46: note: expanded from macro 'CREATE_LERPSIMPLE' #define CREATE_LERPSIMPLE(VALUETYPE, SUFFIX) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:234:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec -= 0.5; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:236:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec += 1.0; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:238:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec -= 0.5; ^ error: front end compiler failed build.clBuildProgram (-11) OpenCL Exception: In file included from :1: In file included from C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include\CVDBUtil.h:30: C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:84:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mMatD[9]; // r,c = 3*r + c ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:85:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mInvMatD[9]; // r,c = 3*r + c ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:86:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mVecD[3]; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:87:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mTaperD; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:221:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mBBox[6]; // 48B. floating-point bounds of active values in WORLD SPACE ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:222:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mVoxelSize[3]; // 24B. size of a voxel in world units ^ In file included from :1: In file included from C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include\CVDBUtil.h:31: C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:22:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[0] = floor(xyz->mVec[0]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:23:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[1] = floor(xyz->mVec[1]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:24:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[2] = floor(xyz->mVec[2]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:117:23: note: expanded from macro 'CREATE_LERPSIMPLE' cnanovdb_lerp##SUFFIX(VALUETYPE a, VALUETYPE b, float w) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:117:36: note: expanded from macro 'CREATE_LERPSIMPLE' cnanovdb_lerp##SUFFIX(VALUETYPE a, VALUETYPE b, float w) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:115:46: note: expanded from macro 'CREATE_LERPSIMPLE' #define CREATE_LERPSIMPLE(VALUETYPE, SUFFIX) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:234:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec -= 0.5; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:236:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec += 1.0; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:238:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec -= 0.5; ^ :103:19: warning: double precision constant requires cl_khr_fp64, casting to single precision if (s_speed < V_EPSILON && t_speed < V_EPSILON) ^ :90:19: note: expanded from macro 'V_EPSILON' #define V_EPSILON 1e-10 ^ :103:42: warning: double precision constant requires cl_khr_fp64, casting to single precision if (s_speed < V_EPSILON && t_speed < V_EPSILON) ^ :90:19: note: expanded from macro 'V_EPSILON' #define V_EPSILON 1e-10 ^ :106:24: warning: double precision constant requires cl_khr_fp64, casting to single precision else if (s_speed < V_EPSILON) ^ :90:19: note: expanded from macro 'V_EPSILON' #define V_EPSILON 1e-10 ^ :108:24: warning: double precision constant requires cl_khr_fp64, casting to single precision else if (t_speed < V_EPSILON) ^ :90:19: note: expanded from macro 'V_EPSILON' #define V_EPSILON 1e-10 ^ :118:22: warning: double precision constant requires cl_khr_fp64, casting to single precision if (dp > 1 - A_EPSILON) ^ :91:19: note: expanded from macro 'A_EPSILON' #define A_EPSILON 1e-5 ^ :124:22: warning: double precision constant requires cl_khr_fp64, casting to single precision if (dp < A_EPSILON - 1) ^ :91:19: note: expanded from macro 'A_EPSILON' #define A_EPSILON 1e-5 ^ error: front end compiler failed build.clBuildProgram (-11)
  14. Okay, i could do beautifull sky and adjustable clouds with optional mask and painting placement in Unreal 4.6 and that's will be great for first blockout and the film virtual production. Now to get it to the next level because for a highend film, sorry but unreal sky will not be enough im afraid, im coming to Houdini.. I could generate clouds but differents methods depending of the type of clouds i need (a pyro sim is most often needed obviously) and i could scatter these and it's okay to get a nice great cloudscape from a aerial plane pov or a cloud pass thought, now my problem with this is basically a scatter of instanced clouds. it's not generated from a real atmospheric weather sim like in *Terragen* which still deliver the most impressive skies in my opinion. Im think of large sim fluid air/water to manage the all thse, while each cloud could have each own SOP/DOP/ process.. There's a real challenge here and so far i haven't seen much example which looks perfectly natural, with a rich natural variety of details... Some screen capture, no render and videos Unreal and Houdini pyro sim, video speaks more than pictures ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) (available late december) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas 2020-12-02 20-04-59.mp4 2020-12-03_21-00-21.mp4
  15. So I'm working with the new pyro tools in the 18.5 update, mainly in a sparse pyro dop network, however I'm encountering a weird issue that I sometimes had pop up in 18 where the timeline would cache my sim, but after editing a parameter within the dopnet it wouldn't clear the timeline to recache. The particular edits I'm doing in this instance are changing the volume source field scaling, I've also tried doing edits with micro solvers like disturb but Houdini doesn't seem to be registering that things are changing. I've checked the usual suspects, the auto caching brain is enabled, auto update enabled, and my dop node has enable caching checked on, and the dropdown menu next to the brain has it set to the correct dop node. Right now I'm having to control click the brain to force a recache when playing through the timeline, so not sure what could be causing this. I know the timeline is doing the initial cache correctly with a resulting blue bar in the timeline but it never seems to recognize when an edit is made to the parameters within the network. This is running a fresh installation of 18.5 apprentice without any extra plugins or changes. Anybody else experience something like this? Aside from the new pyro tools being used in the file attached I've had this same thing occur when running pop sims and pyro sims in Houdini 18 in previous projects. explode_v001.hipnc
  16. SpaceX F9R explosion

    Hello everyone! This is my first explosion. I tried to replicate the explosion of the R9F. Any feedback is welcome! Thank you!
  17. Hello. I'm making an explosion. It is an explosion that enters a plate shot at high speed. I am wondering how to approach it.. Is it necessary to retime after adjusting the time scale slowly from the beginning of simulation work? And there is a problem that can't be solved, such as flickering or interruption in the volume when retime is performed. Does anyone have any advice on this? Thank you.
  18. Hello. I'm going to use the sparse pyro that comes with version 18. However, I want to apply the pump vel to the sparse pyro, but it does not apply. (I brought a pump vel to the source volume and used it, but it cannot be applied.) If anyone knows what to do, let me know. Thank you.
  19. Hey all I am wondering if its somehow possible to time (timing) multiple or many pyro explosions to the beat of a soundtrack? If yes how can I achieve that? please let me know. Thanks in advance
  20. Pyro trails explosion

    Hello, I am trying to recreate the trail explosion at the beginning WITHOUT the rebelway course. I want to challenge myself so please don't say that I should buy the course. I have set the challenge by myself I have figured out how to achive the particle trail simulation and I can do this without any problems. But now I am stuck on the smoke/fire part. I don't know how to attach the smoke correctly to the particles when the particles are moving with fast velocities. Because when I am pressing the pyro fireball shelftool then my particles are showing like smoked points even if I increase the pyro substeps. I can do the particle simulation without problems I hope probably someone could help me here
  21. Houdini Senior FX TD, destruction!

    Hey Houdini community, Looking for a strong Houdini senior, remote work possible as long as you can somewhat align yourself with the PST timezone, we're located in Vancouver. If you identify yourself with the following characteristics, you may be a good fit for us: – destruction experience (vehicles, buildings, fire, smoke, complex RBD constraint setups) – works confidently & independently – can execute a VFX shot in his/her discipline from start to finish – pragmatic & quick problem solver – 5 or more years of professional experience in VFX – can work with rapid deadlines without overengineering setups Email with cover letter and reel please to: info@stormbornvfx.com We usually do high level hero shots, so that's something that absolutely has to be on your reel, otherwise we can't consider you. Have a look at what we've been doing recently: Cheers, Manu
  22. Hi everyone, I am attempting to add debris to my flameTrail which also has some fire on its back when falling away. I am successful in adding the flame at the back of the debris, however the effect has become chaotic because the flames do not just stick to the debris, but also sprout areas where the debris has been in the previous frames. I have included an mov and curated hip file. Please take a look and help in any way you can. flameTrail_fx_odforce_v041.hipnc flameTrail_fx_v041.mov flameTrail_fx_backView_v041.mov fighter_modlLayt_Publish.obj
  23. Setting up pyro sim right

    Hello all, I am a beginner at Houdini, but I try to understand some VEX coding, some easy coding to give velocity to normals. Now I am trying to achieve a Explosion with trails. I have set up a particle system where I have given some velocity to the particles. Now I am trying to use this particle system to drive the smoke/explosion simulation. But I don't know how to set it up right. Because I have tried the shelf tool "Explosion" and "fireball" but the result looks not so good. The smoke on the particles are dots. I have tried to increase the substeps in the pyro solver but nothing has changed at all. is there a right way, probably I do it wrong in some way. I am provide my Hip file here, in the case if someone knows how to do it It would be very thankfull. trail explosion_training.hipnc
  24. I'm looking for some guidance with an effect. I have a pyro simulation of some smoke hitting a floor and the collision is working fine. I want to take the collision information from the sim and pass it back to the floor geometry as a point attribute e.g. an attribute that is 0 when the sim starts but as soon as the smoke touches the floor the attribute changes to one. If anyone that could point me in the direction of how best to achieve this, I've tried to play around with the 'Gas Impact To Attribute' node and I could not work out how to properly wire it up. Thanks! SmokeCollision-01.hipnc
  25. Hi everyone, I require some help on this effect, and getting it to match my reference. (1:42), (2:50) In the reference, the smoke is travelling quite far away from the cannon at rapid velocity. However, I cannot produce a similar smoke shooting out of the cannon with my current setup. I had started out with v015 with minimal vel in my scene and pumped it up by a lot in v021, only to create awkward looking mushroom shapes. So, I am not sure how to approach this smoke (maybe separate the flames and smoke, then do the smoke with POPs and turning it into volume). Furthermore, I cannot get my flames to cool down fast enough (2 to 5 frames). I tried using the cooling rate parameter on pyro solver and the gas dissipate node to accelerate the cooling of the flames but its still not fast enough. There are also some white chunks of flames remaining at the end of the cool down, when they should have been the first to disappear. Below, I have attached my simplified hip file and 2 flipbooks. Please help, thank you! cannonFire_fx_odforce_v021.mov cannonFire_fx_v015.mov cannonFire_fx_odforce_v021.hipnc old_warship_cannon_fire.mp4
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