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Found 385 results

  1. 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
  2. is SDF and VDB are same...? if not what is the difference between them?
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. Smoke keeps expanding

    Hi there, I'm working on a RBD destruction, but after the collision the smoke continues to expand. It should be a dusty smoke because there are not fire explosions.. I tried many ways, but it keeps expanding in the scene. I basically keyframed the emission of the smoke from the debris and it gives a nice shape to the smoke. What would you suggest? Attached you can find my scene. Thanks in advance! Tower_19_03_maybe_05.hipnc
  11. Houdini pyro particles explosion

    hey all, I have two questions: 1.) How to add smoke and fire to the particles, inside in the geo node? 2.) How to put the particles together, like trails...? I am very confused.. explosion_2.hipnc
  12. Pyro smoke issue in RBD destruction

    Hi there, I'm working on a RBD destruction project for my master degree. After I cached the RBD fracture and the debris I went on working on the smoke (using Billowy Smoke). I put in input the debris in order to emit a dusty smoke. The problem is that the trails don't look continuous.. And the smoke doesn't look realistic. Hope someone can explain me where I'm doing wrong, because is pretty urgent and I started using Houdini few weeks ago. Attached you can find my scene. Thanks in advance! Tower_19_02.hipnc
  13. When I send a sim to the farm here, I get "Output buffer size should be larger than 16 bytes" in the shell repeatedly (thousands of times) when I'm using houdini 17.5. I've never had it do that before in a pyro sim and I'm curious if anyone else has seen this. Do you know what setting I need to change to fix this? I assume it's somewhere in dops, but I can't find that anywhere.
  14. Hi I tried to emit fire from particles like flamethrower, but the emitter volume can't be detected in the DOP network. What parameter should I change or what nodes should I make ? I will attach the .hip file. I would appreciate any feedback or advice! DragonFire.rar
  15. Pyro microsolvers question

    I am trying to create an effect that changes the color of some geometry when the pyro smoke hits it. I have been looking into microsolvers like gas collision detect and gas impact to attribute. I would like to learn how to hook those into the network. I would also appreciate suggestions if I am headed in the wrong direction. Thank you
  16. problem about pyro

    I have some problem about pyro in my shot. A circle is expanding very fast and it through pass my camera,so the pyro bound will be very large. How can I make my resolution is enough to render. And how you guys deal with fire's alpha,especially there is no smoke. thank you.
  17. Hi guys, This is noob question but I just can't figure it out. I have a pyro cache in the scene. All I want to do is to intance that obj node and transform a bit and scale it up. I've tried using Instance object but it seems I can't rotate or move it. Can anyone help? Thanks! shawn
  18. Hello, I'm a student working on a team project. I need help! Could anyone figure out why the dust is generating before the horse is touching the ground? For example, it looks like it's generating in front of the horse. But I just want trails of dust behind the horse everytime it steps on the ground. I'll get the animation of the horse sometime soon from another student, but for now, I have a simple animation of the horse moving along Z-Axis. I've attached my file so it's easier. Please help! Thank you. dust_fx_v008.hipnc
  19. I am creating a carpet bombing simulation based upon the beach napalm scene in Apocalypse now. I am setting up sources for pyro and particles and using a POP network to simulate the white phosphorous fuse and white smoke as the initial layer of the effect but I have run into a hurdle with the impulse activation. I have created spheres with animated noise and copied to points along a line. What i want is to cascade the activation of each sphere along the line as though the bombs are hitting the ground at different times. I originally thought of animating a separate sphere along the line, applying a color value of 1 and using attribute transfer to the source points which have a colour value of 0 and then setting the impulseactiveate value (sic mispelt but correct as per houdini tooltip) via a POP wrangle in line after the POP source referencing the Cd.x of the source points but this did not seem to work. @impulseactivate = @Cd.x; Maybe i have made an error as my vex knowledge and POPs knowledge is as a student very new. The only other method i can think of is to create a group for each sphere and then run a separate POP network for each sphere and keyframe the activation. This is very time consuming and I was wondering if someone would be kind enough to offer some advice on how to achieve what I need.
  20. Hey, total noon here Just started learning houdini recently. Made a candle flame and adjusted it like I wanted it. When I am converting it to VDBs I can't get the density right and thus it looks wrong or is invisible in maya. The file is attached, any help is appreciated CandleJet.hip
  21. Hello Everyone, I have just create tutorial of making tornado with VEX using quaternion to control velocity field in Houdini 17. Check in here: https://www.cgcircuit.com/tutorial/tornado-with-vex Best Regards, Nhan Vo
  22. Horse Mane and Tail on Fire

    Hi Guys , I am a newbie to Houdini and I have a small scene with a horse run , I would like to have my horse's mane and tail be on fire, i don't need a big smoke trail tho. was wondering what is the best approach to create this effect and any reference tutorials or hipfiles that I can look at to get an idea for this . any advice is helpful. thanks
  23. Hello folks! I'm currently playing with pyro with volume displacement (Arnold), i have to convert my volume into vdb so that it can rendered with Arnold, i plug the convert VDB after my volume cache, rest and rest2 field turns zero. I wonder what causing that. I'm working with Houdini 16.5. Convert VDB sop remains default value and parameter. Before convertVDB: After convertVDB Hope for an anwser! Thanks! Also if there is a way to combine each scaler field into single vector field? thanks again
  24. Hello Everyone, I have just create a ground breaking interaction effect on Houdini 17. In this tutorial we cover how to use H17 to creat ground breakking interaction with character. We will learn how to isolate inside group to create random debris, smoke and control the displacement on rendering of breaking parts. Please, Feel free to Check in here: https://www.cgcircuit.com/tutorial/ground-breaking-interaction Regards, Nhan Vo
  25. Crowd with flares

    Hi, i have single smoke flare sim, and i need somehow attach it to crowd agents, to be able randomly time shift smoke with agents. Any ideas will be appreciated, thanks!
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