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Found 401 results

  1. 32GB Ram 3200mhz ryzen 5 1600 Hi again guys. Basically I have been struggling a lot with cacheing a simulation. I´ve tried .bgeo .sim and multiple resolutions on the pyro I would hate to keep lowering the res because of ram issues. I diseabled "Cache Simulation" and I still keep on feeling my Cache. I dont mind waiting days for the cache if necesary (it is a big simulation, probably 40 meters long I guess) and to be honest, I might not know in depth how to control pyros. Hopefully you can help me here
  2. Hi, I am specialized in Houdini FX, Simulations (flip, pyro, RBD Bullet), VEX and Python scripting also a good experience in lighting and compositing. Currently based in Shenzhen, China. you can checkout my vimeo for my work and contact me on LinkedIn. Available for freelance Houdini FX work (Remote work) and Houdini pipeline development (Remote work) Thanks, Mahesh MS. vimeo: https://vimeo.com/maxcolor/ LinkedIn: https://www.linkedin.com/in/maxcolor/
  3. Hello! So I have been Having lots of problems to setup the pyro sim on a large scale. Somehow I cant manage to understand the propper settings. I would love a result similar to this: The size of the my sim is 1:10th of the real size because as I make the sim bigger the problems also get bigger. I guess it has something to do with the source density and the smoke object Take a look on how awful it looks down below (I am quite new to this soft) I am leaving the whole proyect full of notes so you have an easy time helping me Thanks a lot and I am looking forward to learning. cya NaveVolando.rar
  4. Hello! So I have been Having lots of problems to setup the pyro sim on a large scale. Somehow I cant manage to understand the propper settings. I would love a result similar to this: The size of the my sim is 1:10th of the real size because as I make the sim bigger the problems also get bigger. I guess it has something to do with the source density and the smoke object Take a look on how awful it looks down below (I am quite new to this soft) I am leaving the whole proyect full of notes so you have an easy time helping me Thanks a lot and I am looking forward to learning. cya NaveVolando.rar
  5. Vellum and Pyro - Two way Interaction

    Any ideas on how to make the smoke influence the cloth sphere while the sphere influence the smoke? Scene file is attached. Thx Any RnD_0100.hip
  6. Explosion timing methods?

    Hi all, Going to get straight to my point here. I've been trying to wrap my head around a proper workflow for achieving good timings explosion and smoke simulations. Let's say in this example explosion , the look and the timings are great. My ideas are either having proper advection methods, using animated divergence, injecting high velocities for first few frames and then using drag to slow it down or (last idea I had today) using Time Warp node, to retime the whole explosion caches to your preferred look. Could someone experienced enough drop a few lines around what the approach of an FX artist is whilst tackling a explosion in a shot for a film or just in general. Am I going down the right path with these methods or is it completely off? Thanks
  7. How to drive smoke and blend shape

    Hi guys, I'm trying to remake this effect. I get the pyro source scatter by the Cd of the map, but dont know how to drive the pyro and blend between 2 shape. Hope u guys help me Many thanks
  8. Ring pyro burst

    Hey guys, I have to make a pyro sim of a ring turning into a burst, and then follow a curve and get sucked. First thing I'm trying to discover is how to get the explosion following this reference: My first thought is having particles rotating and use that as density source with some disturbance and dissipation, on my first RD I used some particles exploding outwards but the result isnt there: Any ideas to get to the explosion on the reference? and if there are ideas for the next step > follow curve and dissolve on left, more than welcome. Thanks!
  9. Divergence

    what is the divergence, where we use it? what does it do? is it used only in pyro? an explanation will be appreciated.. thanks in advance!
  10. Pyro II - Flames & Combustion

    For the full course, visit https://www.cgforge.com/course?courseid=pyroii Thanks for watching!
  11. Hi guys, How do you advect velocity field by itself? I have sourced a custom velocity field into the pyro sim but have its operation set to 'copy'. I tried to use gasdisturbence and gasturbulence but didn't help because the velocity field is copied from the sop at the end of each frame. If I switch the sourcing operation to other option other than 'copy', the shape of the pyro becomes a little bit unpredictable. I want to add more variation in speed to the velocity field to get rid of the linear acceleration. Thanks. formation.11.hipnc
  12. Hello! I have a Pyro Fire sim with smoke, on a house which is 100 frames. The pryo sim is 100 frames, with a static camera. A volume light is on my fire, and the light from the fire reflects on the house as expected. I also have an environment light for over all lighting. My questions are; -How do I render out the fire & the smoke? Should i render them out together (Which i know how to do), or separately. And if separately, then how do i split the two simulations? I also have some of the fire light scattering on the smoke & i have rendered out a fire and smoke mask as well, if that makes any difference. -The other question is, since my camera is static, i should only need one frame for the house lit by the environment light. Can i render out the volume light pass from the fire separately, so i dont have to render it all with the house? Thanks in advance!
  13. Issue with pyro emitted from particles

    Hi everyone, I'm trying to create an effect similar to a roman candle (similar to this https://www.youtube.com/watch?v=MVtGNNcTjEE&feature=youtu.be&t=169 ) So I created some particles shooting up, and wanted to emit pyro from it. Everything works fine but I have an issue I can't fix. When a particle dies, a trail of smoke appears between it's last position and all the others particles. Someone had the same issue ? I tried all I could think of but did not find a way to fix it. Thanks
  14. Visual Effects Design

    Hello, with more than 10 years of experience, I'm looking for interesting VFX projects. Softwares: Houdini, 3dsmax Website: www.deko.lt Instagram: www.instagram.com/deko.lt ShowReel: https://vimeo.com/236899608
  15. Pyro I - Smoke & Steam

    Check out the course at: https://www.cgforge.com/course?courseid=pyro-i Thanks for watching!
  16. Hi everyone, I've run into an issue and I'm looking for some help coming up with a work around. We've got a lot of effects that involve smoke trails from characters flying around and we've been using pyro clustering to make the trails. However there is one particular issue I just can't think of a solution to. The default cluster setup transfers the cluster number to a trailed collection of your source points and then finds the lowest source frame in each cluster in order to determine which frame each cluster container should be created on. This works fine normally, however if your trail loops back on itself or comes too close to where it was in world space at another point in the shot then the cluster gets confused as to which container should be used resulting in gaps in your trail. I've been trying to come up with a way to fix this procedurally but keep hitting dead ends. has anyone run into this issue before? Short of trying to convince animators to never have the characters loop back like this does anyone have any ideas on how to circumvent this problem? Thanks in advance, -Brandon
  17. House fire sourcing Pyro

    Hello! I am trying to achieve an effect of fire coming from a window. I am unsure how to approach this. The goal is to have a flame that comes out of the window, and smoke drifts slightly to the left. Currently i have a deformed sphere, as my source geo. It looks ok, but i feel like there might be a better way. Any suggestions are appreciated. https://www.youtube.com/watch?v=SAh92E4UMFw Reference at 3:00 https://youtu.be/s-UOhgKVtQs?t=179
  18. is SDF and VDB are same...? if not what is the difference between them?
  19. Render Smoke Question

    This might be a strange question. I have been learning about rendering the smoke. I went through some basic tutorials to get a final render in mantra. The main one I followed was about transferring the attributes from the viewport shader settings to a mantra shader. I managed to get a good result in one file as far as a good opacity and subtlety. The problem is that if I try to recreate the look in another file I can't find the key attribute or setting I tweaked. Here is the file I had luck with. Maybe someone with a little more experience might be able to help? Thanks, renderBase.hip
  20. Smoke density based on ramp

    Hi everybody, I am new to houdini and i am already scared. I know how to emit pyro from colors by using ramp than a delete node with a $CR < 0.1/.5/.8. on my emitter it work but i want to control the "density" of the emission based on the gray level of my ramp/paint node. Meaning white zone = 100% emission dark zone = 0% thanks you
  21. Frozen Particles

    Hi! I have a rookie problem. Let's see if you can help me solve it. When smoke emission occurs, some advected particles remain frozen when they reach a certain point. Increase the size of the gas container in case they collide with it and slow down, but it does not appear to have been repaired. If anyone has any idea. Attached photo that points to some of these frozen particles. and the hip file. Greetings and thanks for your time. shockwave_CACH.hiplc
  22. Plane Smoke Trail

    Hey guys, Trying to do a smoke trail simulation similar of a jet stream. I've attached a sample hip file below of my current setup. My plane is static and the camera is animated. I've isolated the engines and use it to do a particle simulation where the particles are being blown away with some minor noise and each particle is given a lifespan so it dies and doesn't stay too long. Originally, the particles are being turned into density and be used in DOP with smoke solver for simulation (add disspate, turbulence and disturbance) to get the look of smoke trail but the results isn't really working and not what I'm looking for. I then tried to use the particles as density and just piped into cloud noise to randomize the density so it looks okay-ish but my question is it possible to get a fairly decent looking smoke trail with my setup or is my setup direction wrong? Thanks Sc01_SmokeTrail_v01.mp4 AirPlane.hip
  23. Hello Everyone, I have just create tutorial of making nuclear cooling tower destruction using new features of constraint in Houdini 17.5 Check in here: https://www.cgcircuit.com/course/nuclear-cooling-tower-destruction Best Regards, NhanVo
  24. Hi there, I have a scene that has some noisy ground fog that helps establish the atmosphere of the scene. I am working with a single frame of vdb that was created with some volume noise. It's simple but it works great for stills! I am trying to come up with a good way of advecting it, or at least applying some form of subtle animation that will make it appear more dynamic in motion. It's fog, so it doesn't need to be anything too crazy. Curious what your solutions would be to this problem! Cheers
  25. Hi, I am fairly new to Houdini and I am trying to form smoke into deforming geometry, I am having trouble with the look development of it, so far I have followed the tutorial below. The problem I am having is to keep the smoke constantly forming the geometry I have to have the forcefield in dopnet set to very high for it to fill on everyframe which does not look good, obviously the initial few frames need to be fast to make the geometry fill quickly but after that it needs to slow down and flow with the deforming geometry. Ive also attached a flipbook of what ive got so far, including my scene file and alembic cache of my animated geometry. My ultimate goal is to have a dragon form from a tornado (not using the tornado as a smoke source, tornado is also already done), so the initial smoke source will be a sphere hidden in the tornado, maybe I need to change my smoke source to something else after so it emmits through the whole dragon?? Any help would be awsome Thanks in Joe dragonall.abc dragontest_v003.hipnc
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