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Found 585 results

  1. Rocket exhaust - Particle based pyro simulation

    Hello folks, I am trying to re-create the "rocket exhaust expansion effect", when a rocket goes up and the flame is expanding because of the thiner atmosphere.. I have now 2 particle simulations, which are my main source for my pyro simulation.. but when I attached a pyro sim to the particle sim, then there are small flame points: as seen on my screenshot.. (it was rendered with Blender, Cylces)... and it also looks that ugly in Houdini... how can I achieve the wanted effect like on the reference picture: and how I need to set up my pyro sim, so that these dots will dissapear and will get visible as a seamless flame like on the reference picture..? - I have tried to add substeps but But the main thing is, that I am following the SpaceX Starship programm, and there will be a much bigger Rocket with more engines... And now i am wondering how can I create this massive flame which will be produced by this massive rocket... I have attached 2 images, and 1 video, where I am showing my current particle simulations: one image my current simulation... the other image is the reference image... and the 3rd image is the problem which I am facing right now... I would really appreciate some help from this community, thanks in advance Daniel 2022-05-11 14-03-50.mp4
  2. Billowy ceiling fire

    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
  3. 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
  4. Hello guys, Please take a look at the image below. I'm looking for the all options that help me to add maximum details to my pyro(fire) simulation. In the smoke object, I tried to use a higher "Voxel size" resolution, but it doesn't help that much. I would appreciate any ideas.
  5. Hi guys, In Pyro simulation/Smoke Object, does anyone know how can we use the options in the image below? Thanks for helping.
  6. 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 -
  7. 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
  8. 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:
  9. 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.
  10. 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 =)
  11. 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
  12. Ground destruction

    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
  13. Stop smoke emission Pyro Solver

    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 !!
  14. 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.
  15. Art Directed Shockwave

    Hey there, I am trying to get an effect of an art directed shockwave done. In my particular case I am trying to shape the shockwave in the shape of a heart going outwards. I literally have no Idea how to get this effect going. I was thinking about feeding my animated shape into a pop network where I create the particles aswell as the necessary attributes for the pyro solver. Has anybody here an idea how to archieve this kind of effect. In my thinking there needs to be a way to get this to work with any kind of shape. I am thankful for any advice helping me out!!! (I am relatively new to Houdini, started last year and focused more on some vellum sims. Now I want to expand my skillset with some personal projects adressing different parts of the software)
  16. Need help simulating drifting snow

    Hi, I'm trying to simulate blowing snow, like in the video below, but am having a tough time. I'm emitting from scattered points with animated noise on pscale, density and velocity, and I'm advecting the sim with a velocity volume derived from a set of animated curves (to get the wavy motion of the snow). The problem is that the smoke disperses quickly and loses it shape, and I can't get any fine detail into the smoke however many gas disturb/turbulence settings I try (I'm using speed, derived from vel, as a control field). The pyro sim has no temperature field or buoyancy applied. In the reference the snow is fuzzy and keeps its shape throughout, and I'm stuck about how to achieve this. I've attached the .hip if you feel like taking a look. Thanks Blowing Snow Flipbook 2.mp4 Blowing Snow Ref.mp4 Blowing Snow Simulation 09-02.hip
  17. Smoke Attract

    Hello everyone, I hope you are doing well. I have a little question. Is it possible to control my simulation so that it is attracted by my tube? Like a pop attract, but for smoke ? I made a first simulation to have my base, which I freeze to import it into a second dop, the one in which I would like to "attract" my smoke towards the tube...
  18. Pyro III - Large Explosions

    Visit the course at cgforge.com/course/pyroiii Unlock access for as little as $49.99 at cgforge.com For one-on-one mentorships and consultations, visit cgforge.com/academy
  19. I can't make time go slower on this sim!

    I recently followed a tutorial about making an effect of wires following a pyro advection. The tutorial works fine, I can make the effect. However personally I wanted to slow the animation down considerably. I have tried using the time scale in the pyro sim which made the popnet go jittery and crazy. I tried baking the pyro sim to a file cache in slow motion to use that as the source for the advection it still screws it up. I've tried adjusting every single time setting in every node in the system I have even tried just using a timewarp node at the end of everything to slow everything down but every single time I just get a jittery mess. I am looking for ANY help anyone could give me I have attached the file for you guys to look over. stringadvect.hip
  20. Tips for swirly smoke over battlefield

    Hello. I'm having a bit of a trouble. I would appreciate any tips on creating slowly swirling / rolling - wind blown (wind is quite strong, so smoke should move sideways quite a lot - staying in the same level - not rising, not falling) smoke cloud over the battlefield ? Imagine smoke left after explosions continues moving across field as the wind blows. For now I just tried having a velocity field with some curl noise and different wind strength based on height from ground. I also add a lot of initial temperature/density/velocity variations and in beginning it looks nice, but after like 100 frames, smoke looses most detail, smoothens out and does not swirl anymore. It would be nice for it to somewhat keep initial billowy shapes and maybe not spread out so much. Is this something achievable with Pyro or should I approach this differently? Just hoped for some tips.
  21. Dear all, Plz give me some suggestions to do simulation of talcum powder as I shown in attached reference gif. Thanks in advance..
  22. FFF: Subject 071, Teaser

    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.
  23. Hi, I am trying to make my smoke moving slower and slower when it reached the specific area. I try to use a dragforce but it worked everywhere in my sim ,how can i apply maskfield to it like somthing we can do with popdrag. or is there anyway to apply a mask to bouyancy based on temperature or y position? if somebody can tell me how to do that will be great help,thank you
  24. Attach pyro sim to insane particle speeds

    Hello I have set up a particle simulation, where the particles are moving with fast speeds.. now as I am rastarize them and bluring the edges, I still get pointy smoke... then I have add some substeps to the smoke sim in the pyro solver node, but still the same result.. does someone knows, how to tackle this problem and get a nice and flowing pyro sim with a fast particle system? Help would be much appreciated
  25. Hey folks I have set up a particle simulation where I have then attached a pyro sim to it (through the rasterize attributes volumes node)... Also I have imported a few objects where the smoke sim should interact with... Everything is fine, until one point: When I am wanting that the pyro sim should collide with the object (seen on the screenshot), then the smoke is just going through the "wall of dirt" (its just a wall with some grass and dirt... ) I just need the collisions so that I can then export the smoke simulation as a vdb sequence... What I have tried so far: - I have give it more thickness with poly extrude node (also added the collision guide thing to look if everything is fine) - also I have increased the substeps on the smoke sim - I have add a object merge node in the pyroFX node (as seen in the screenshot) - just ignore this one node where I have add the red line... But everything I've tried so far, I got no luck to fix it..
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