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  1. Hi guys, In a Pyro simulation, I would like to retrieve the gradient of a field like "density", and then apply the velocity to a range of it (for example where density is 0.2). I tried to use the gradient mode of the "Gas Analysis" DOP, without success I would appreciate any idea... Thanks for helping. Pyro_Gradient.hip
  2. We need to do a similar effect in the project, but I don't know any good way to simulate it. I feel it is difficult to control only by parameter adjustment. This effect needs to be layered inside, from the very small edge at the beginning, to a large number of small tumbling in the back, as well as a larger tumbling form in the back. I wonder if there are some big people who can share some experience or production ideas, I would be grateful reference.mkv
  3. I have a problem of pyro simulation. You can see the noise (artifact) on the source of the flame. I would be happy to look at the project file and correct it! v002.hipnc
  4. Hi! Does anyone have any tips for creating this kind of steam effect? https://www.youtube.com/watch?v=LZYLoVCikqo&ab_channel=VeteransRailroad (around the 0:20second mark) I'm trying to recreate super fast moving, high pressure steam coming out of a pipe about 0.5m in diameter. I've played around with sourcing a noised up density volume, custom vel to break up the shape, disturbance, a little divergence, turbulence and confinement ..etc. I'm using sparse pyro. Not sure if there is anything obvious I'm missing, will try to upload the file when I get home, but it seems like no matter what combination of sourcng and microsolvers I use I can't get past it looking like plumy-smoke as opposed to a fast moving stream with lots of small sharp details. I would really appreciate any tips! Thanks in advance!
  5. Hi.. imagine yourself inside a car the car moving and inside the car you are pouring water inside a cup or maybe holding a candle, even if the car is moving the force of the liquid is locally compared to the car's motion. I have a character moving where I want to emit particles around it but i don't want this particles to be affected by the moving (like wind or backward force), i want the emission to be abstract from the moving of the character.. before in Maya all that we had to do is to make the moving object a parent of the solver where Maya will understand that this force is locally... how can i achieve such thing in houdini..? any tips please?
  6. Hi guys, I would like to get rid of the mushroom effect and add more and more small details to my pyro sim, but I don't know what parameters or fields are responsible for this. I tried "Disturbance", "Turbulence", "Velocity", "Gas Disturb", and "Gas Project nondivergent", ... without success! How can I fix it? Thanks for helping. Pyro.hip
  7. Title is a bit misleading.. I realise Pyro volume simulations don't really have a birth and death point, but what I'm hoping to achieve is to be able to colour or alter the transparency of my fire closer to the base or emission point of the fire. Currently my fire is looking really nice, apart from the base of the fire where it first emits from. I'd like to make this area more transparent. I'm using the Redshift volume shader, but unfortunately cannot post a .hip file due to work non disclosure stuff. I can create a simplified version of the scene if need be.
  8. Hi gang ! I'm stumbling across a weird issue and I'd sure like to get some insights about this. I'm trying to color a smoke simulation (having seen Steven's volume III course). But I'm getting a weird issue that I can't wrap my head around. Basically my color field gets contaminated and the disease spreads on. here is what I mean: I'm using both types of pyro solvers, sparse and classic. This issue happens on both. Here is a screen of my simple scene: If you guys have any idea why this is happening that would be fantastic Cheers color_smoke.hip
  9. Hello folks, Is there a way, to somehow force the particles to move like in the picture I drew? not completely from the beginning of the simulation but after a certain frame?? I would really like to re-create a rocket exhaust effect, when the rocket climbs higher into the atmosphere, then the flame goes outwards because of the thiner atmosphere.. (for example, the Photo below - my reference picture..) I already have the expanding animation done.. I just need now to somehow force the particles to move behind my main simulation.. is this somehow possible to do? I would really appreciate some help!
  10. Hello All , iam trying to create a dragon fire but i have some issue with the pyrosolver 1) Its creating a trails like fire 2)how to bring the shape of the reference that i had added in this post(need some insight) 3)what is blocking in pyro Min substep 4 Max substep 8 Global Substep 1 Dragon_Breathe_Shot_07_v029.hip rebelway_competition_sc007_F994_F1090_dragon_fxflame.abc
  11. Hi everyone, I'm currently trying to create an effect of fire burning under a ceiling, looking something like this: http://footage.framepool.com/en/shot/774901137-explosive-flame-fire-disaster-ceiling-fire-blaze As far as I understand the phenomenon there is a layer of gas floating between the air below and the ceiling above. It gets ignited and starts burning at the interface between air and gas. The flames rising up create this kind of nodule structure by constricting the gas into little pockets. This is the theory but I'm completely stumped on how to create the actual effect. I've tried creating little pockets of fuel but the pyro sim simply burns into them, disregarding the fact that there should be no air that makes combustion possible. Does anyone have some experience with this kind of simulation or at least an idea how to tackle it? Any help is appreciated. Thanks in advance Paul
  12. Hey guys, i messing a few days to achieve an fire spreading through a ceilling. like this reference: https://www.actionvfx.com/collections/ceiling-fire-stock-footage At first i thought that it would be easy, after a few days trying to reach the look, all my attemps were dull. i have no clue how to achieve this smooth/billowy flames behavior. i made an density source like cells. and an velocity field as vel field to "pull" the heat and try to give this blooby chambers. it just gives an messy/noisy result. Does anyone have an clue how approch this effect?? ceiling_flames_v00.hip
  13. Hello, I have been trying to recreate the black hole effect from the film 'Eternals' for a few weeks now for a thesis project I am doing and I am not really getting close. This is the effect in question: Arishem's FInal Judgement The effect happens at 1:17 My approaches was to create some circles with an animation spinning around the circles driven by the curveu attribute and offset by the 'copynum' attribute I got from the copy and transform node. I was driving a smoke sim from this and then I used the curveu as a temperature attribute to drive some scattering in the pyro shader. However this approach has not really gotten me close. I realise its quite a complex effect but any tips on recreating it would be fantastic! Thank you for reading
  14. Hi Everyone, I already posted this on the SideFX technical discussions forum, but I though I would post it here as well. So here goes. I am stuck with one section of my pyro simulation. I am using gas target force microsolver to push my smoke towards my goal field. I have sourced my density and goal with volume source nodes, merged and plugged into the source input of the pyro solver (sparse). My density is going to the density field, and my goal is going to the goal field. I am using a gas match field to create the goal field, prior to sourcing in the goal from my source volumes. The issue is the fluid container for the simulation does not grow large enough to encompass my goal field aswell. I normally would just increase the size of the fluid container manually to encompass all my fields, but there is no such option on the sparse pyro solver, and sparse smoke object. I have also tried using gas resize fluid dynamic, and plugging in my goal and density field into the reference field, but it does not work. I am sure this is quite simple, but I cannot figure out how to get the fluid container to grow to encompass both my density and my goal field. Currently my target force nodes are disabled because they serve no purpose right now. Any help would be really appreciated, thank you. I have attached my hip file with post. Target_Force_Pyro_H18.hipnc
  15. I created an infection solver to imitate the infection of fire spreading that is functional with a popnet as the source of the infection. I did it this way because the pyro spread node does not support pops as a source which is a different problem entirely. Everything works as it should however the infection solver only takes into effect after frame 9 which is strange because the pops should clearly be infecting from the very beginning. For some reason the solver doesn't take into account the beginning frames. Ive used this solver in other projects and has worked fine which leads me to believe it is a bug but if anyone could look over my project file and let me know if they see anything I don't? Thanks so much the file is setup so that you should press play and the problem be evident, the pops are red, wherever the infection is, is white and everything else i.e. the desk and papers should be black. After frame 9-10 the infection will begin although it should begin where ever the pops collide. InfectionSolver.hiplc with geos InfectionSolver.hiplc
  16. Hi guys, In Pyro simulation/Smoke Object, does anyone know how can we use the options in the image below? Thanks for helping.
  17. Hi, what would be the best approach to create this type of simulation (machine gun smoke simulation)? Any Ideas, scene file strategies would be very helpful! Video file: M1A1 Abrams Firing From Hull-Down Positions_1.mp4 Here 's a gif preview -
  18. Hey, I'm fighting god to get this forcefield done this weekend but my fire is just being really weird. I'm following a tutorial to a T, but the fire seems to jitter between origin and the point I want it at on random frames. It also just cuts off out of nowhere. Have I done something wrong somewhere? Is there a box not clicked? Please help! File: https://drive.google.com/file/d/1w-h3BKtCa5Qku2WBKVf3cLWXMssW_3-E/view?usp=sharing Tutorial:
  19. Hello guys, It seems with Houdini 19, you can now use instanced Pyro Sources and then parent them to animated geometry to create simulations on the move. But I can't find any tutorial or help that explains how! https://www.sidefx.com/products/whats-new-19/pyrofx/ Thanks for helping.
  20. Hello ! I'm actually Working on a project of underwater Bubbles using the pyrosolver. I'm using a first sim for creating a velocity field (mixing turbulence and an animated 3dmodel) and for the second sim i'm creating a smoke that I'want it to be advected by the first one (using the velocity of the first pyro sim) but I don't find the good way to do that, this is the vel from the first Sim and this is the second whant that need to get de vel from the first one. I don't know how to use the vel from the first sim and if I have to put something in "velocity update" or "advection" . Any Idea please ? thanks =)
  21. 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
  22. Hi, In RBD simulation, i am going to make ground destruction, the problem is that ""WHERE THE POINT HITS , THAT PLACE MUST BE BROKEN """" what is the best solution to fix it ?? here my hip file ground.hipnc
  23. Hi, I'm currently doing a sim of a rocket launch with a pyrosolver and pyrosource. The rocket is dissembling in the sky and I need the smoke trail to stop. The houdini 18 pyro solver doesn't have the frame range tab and when I tried to animate the density the sim just stops. The smoke is visible on frame 1 but not on frame 2, 3, etc.... Does anyone has an idea how I could solve this ? Thank you so much !!
  24. Thrilled to show a teaser of my future Houdini tutorial. Key topics: - Proceduralism: geometry and animation - Pyro: explosion with love - Karma XPU: pain and joy *99.9% done with Karma XPU Release on gumroad soon.
  25. Hello, I've encountered an issue while rendering pyro sim splitted into multiple domains. The best example is the shelf tool's Smoke Trail Effect. I've added additional velocity field to this and several micro solvers. smokeTrail_02.mp4 Is this a render glitch? or a pyro issue? smokeTrail_02_RNDR_VRAY_Issue.mp4 Renderer: v-ray To check that out I cached out an VDB and imported into blender... Which was quite interesting as the vdb cache which was exported was only containing the first part of the domain (splitted domain) The Screenshot of vdb is of the default smoke trail Shelf tool with no customization. I did this to check if the custom setup I was using was having some issue. Anyone with any idea fixing either of the issue (Vray Rendering or VDB Caching), Please help me out.
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