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Found 185 results

  1. Strange Smoke issues

    Hey all, so I have a explosion, but the smoke is like small Squares...that's very strange. What I make wrong...the smoke shouldn't be squares but normal... (I hope everybody understand me, what I try to explain) I hope someone can solve this problem... it would be very nice edit: one file is damaged so try the other Smoke explosion problem.hipnc Smoke explosion problem.hipnc
  2. Sulaiman - Compositing/Houdini FX

    Hi everyone! I am a VFX Artist who just recently graduated from 3dsense Media School who specialises in a wide range of skillsets Below is a Vimeo link to my showreel as well as my submission to The Rookies! Do feel free to drop me a message, thank you! Contact me and check my channels: sulaimanwar18@gmail.com https://linkedin.com/in/sulaimanwar/ https://www.artstation.com/sulaimanwar =================================== https://vimeo.com/325603170 https://www.therookies.co/entries/427 FinalProject10.mov
  3. Cant see smoke

    Hey all, So, I have a problem. I have a large scale animation where a sphere (a meteor) is destroying a brigde. I have add to the debris node - billowy smoke, but I cant see anything of the smoke in my viewport. What I make wrong? I hope someone can help me here the file: Brige destruction.hipnc
  4. How to change Smoke resolution

    Hey all, I have a problem with my smoke sim. I have a sphere crashing the cube (cube is fractured). And I have put in the debris node the explosion - effect. But in my render view the smoke resolution is filled with some squares. But I want to change the smoke resolution to become a realistic smoke from the explosion. I have make a screenshot. Thanks in advance, I hope I become help...
  5. create Tornado

    Hey all.. is there a trick, how can I made fast and easy in houdini a tornado, so with smoke and other stuff....I mean not a 1 hour tutorial on YouTube. like in the movie "Into the Storm" thanks for advance
  6. Smoke not appear in render view

    Hey all, when I add debris to a fractured object, and then I click on the debris node and after that on "Billowy Smoke". All works fine I can see the smoke emits from the debris and particles...BUT; When I click at Render View and then on "Render", the Smoke doesn't appear. And that happens sometimes. So from e.g 10 times it happens perhaps 3-6 times, that the smoke doesn't appear in the Render view... is this a bug? or what it can be? Because its very annoying, when I fracture an object and then it happens... When I restart Houdini and try it again it works sometimes and sometimes not... I hope you all understand me
  7. Smoke not appear in render view

    Hey all, when I add debris to a fractured object, and then I click on the debris node and after that on "Billowy Smoke". All works fine I can see the smoke emits from the debris and particles...BUT; When I click at Render View and then on "Render", the Smoke doesn't appear. And that happens sometimes. So from e.g 10 times it happens perhaps 3-6 times, that the smoke doesn't appear in the Render view... is this a bug? or what it can be? Because its very annoying, when I fracture an object and then it happens... When I restart Houdini and try it again it works sometimes and sometimes not... I hope you all understand me
  8. Hey, all I have a basic voronoi fracture sim, so then I have add derbis and after that billowy smoke... all works fine I can see the smoke from the debris in the viewport, but I CAN'T see the smoke in my render view? what I make wrong??? Problem render smoke as debris.hipnc
  9. Cant see smoke from derbis

    Hey, all I have a basic voronoi fracture sim, so then I have add derbis and after that billowy smoke... all works fine I can see the smoke from the debris in the viewport, but I CAN'T see the smoke in my render view? what I make wrong???
  10. Hi There! I am trying to transfer my smoke and water sim from Houdini to Unity but I am very lost. Any ideas?
  11. Smoke is "killing" me

    While the subject may have been true in the Bay Area last month, the subject is much more about the vexation of getting smoke right. I had found a little bit of time to go through Steven Knipping's Rigids II video and decided to add some debris and smoke. To source the debris and smoke, I processed the constraint breaks. For the smoke source, I made a tiny pop sim with noise and some velocity filtering. The smoke for the explosion has pretty high velocities, e.g. around 30 units/s. Initially, the smoke was basically just smooth mushrooms. I then introduced a high value disturbance against the velocity field in the low density areas. This broke up the smoke but I never was able to get it right. Here is where I ended after I had decided I had spent too much time; see video below - ignore obnoxious sound track :-) Would anyone here be willing to point me in a direction on how to improve this? I ran a bunch of wedges against lower resolution simulations. The overall smoke container ended up being really large, so sim-ing and rendering low resolution wedges took a few hours of turn around. Hip file attached for anyone who wants to take a look. Thank you, Niels. rigids2_v7.hiplc
  12. Hello all, I've run into a problem that's been making me go in 6 directions and I can't seem to get any of them straight in my head. I have one cache that I want to copy to points that show up over time, I'm basically doing a running explosion like this https://gfycat.com/shinyhardanaconda When I copy the packed and cached sim onto the points the cache doesn't play with the offset of the points on the copied caches, so how would I go about offsetting each new sim on the new point. I've created a point attribute that marks the frame that each point gets created but I don't know how to connect that to a time offset or shift that would make it work on each point. Am I even doing this the right way? Anything helps, thanks.
  13. Hi guys, I'm kinda new to this software and this is my first post, after several days of trying to solve this problem: Am trying to simulation how stellar wind affects the gas clouds in interstellar space. https://www.spacetelescope.org/images/potw1106a/ (reference picture from Hubble) When new stars are born in high density regions, the ignition and radiation of these stars create winds that pushes the dust around them, sculpting away the surrounding molecular cloud. These winds can reveal this hidden star formation process and sometimes accelerate it, when this expansion compress another high density spots, this slowly collapsing cloud will form a new star. These places are also called stellar nurseries. So, i'm trying to visualice is the first parts of this process, the way stellar wind sculpts and reveal the clouds around them. I've modeled a random cloud to represent the very uneven density distribution. Where i'm having problem is in getting this "wind" to affect more the lowest density regions. I tried with a couple of fan forces in oposite directions and kinda worked, but could not get to work a mask using the density field, maybe is posible, but i couldn't do it. Then i tried a gas field wrangle to get a another velocity field "wind", from the origin and multiply it by a factor inverse to the density squared (see screenshot) This also kinda worked, but i get a very voxely looking render (video attached), maybe with a higher resolution and some blurring node somewhere could improve this. I also would like to achieve the effect that the winds is slowly expanding trough space (since the spatial scales here are huge), maybe i could bound it to an expanding sphere? (i dont like that the wind effect is instantaneous in all the scene) maybe some kind of raycast could be an option? i'm open to ideas, coz i don't even know how to begin to google that :/ That's what i've tried so far, would be really happy if someone could share some ideas or resources! Thanks in advance. pd1: another idea i would love to implement is to fake the dust colapse by gravity with some clumping also based on density (i tried with gasshred and gas surface tension with poor results) pd2: Eventually, i would like to get this expansion and subsequent peripheral density increase around to spark the birth of new stars. I don't know if is posible to create fuel from a certain density threshold or something like that. But that's a second post i guess. StarDust_07.hip StellarWind_Advect2_1.mp4
  14. Sandstorm with Billowy Smoke ?

    Hey ! I am creating a sandstrom with the billowy smoke in Houdini. I was wondering how I can get rid of this mushroom clouds that is popping out of the sandstrom after 3-4 seconds ? I have added 2 render is the attachment. One of frame 32 , where the look is good of the sandstorm and one of frame 173 , where you can see those big mushroom clouds.
  15. Hi magicians, I was trying to create render passes for the fire, I want my temperature and fuel to be render as different render passes, I tried to use temperature and fuel as float in extra render images, but the problem is that, I am not been able to get it properly. what is the way to get render passes for temperature, fuel and heat in extra image details ? I would also like to know the way to render normal passes and any other passes which can be rendered out from volume, like opacity pass or something helpful in compositing. I get the fire mask from the shader but it is not that useful. Thank you.
  16. smoke sim

    hi all so i've been trying to make smoke come off of a pillar as it gets broken but at the moment all im getting is this steamy cloud kind of following the debris parts , and i have no idea how to make them more refined and also to make the smoke more of a thicker trail , any help with this would be greatly appreciated, i am still very much a newbie to houdini. Wall_Fracture63.hipnc fist.abc
  17. RENDER COLORED SMOKE

    Hi Everyone I am new to Houdini. I study three methods to make colored smoke. I can simulate color particles from all of methods but I can not render out colored smoke. As for method 3, more frustrated on the pcopen of material builder. I can not write out particles at all, there is no smoke to render out neither. I really need some help to know how to render colored smoke or pyro after simulation. sorry can't upload file so only use youtube to point out my questions. 1. Method 1: https://www.youtube.com/watch?v=sTObU9iYmmM I only can render grey smoke but can not render colored smoke at 9:18 of video No idea why? 2. Method 2: https://www.youtube.com/watch?v=FudW5RpFw9s&t=60s I set up a material pyro shader to render. I only can render grey smoke again not colored smoke. No idea why? 3. Method 3: https://www.youtube.com/watch?v=A_0emoJjWc0 I follow up video to make the path for point cloud texture, but can’t write out anything after rendering at 30:27 of video. No any smoke at this time. Hope guy can give a help to solve the above issue. No idea where I missing. Thanks in advance Ben
  18. DOP in for-each loop

    Hi community! I have a huge destruction scene, where I'm stuck with the ground impact dust. Basically i need to make a smoke sim on every collision with the ground. I have my impact points in place, with birth frame data as well. My guess was to make a for-each loop with a DOP inside of it for every point. It works, but every frame it recalculates the whole sim until the current frame, which is of course is not good. The scene is so huge and scattered, doing this in 1 sim would take an eternity. How can I do this in a correct way? I`m sorry, but i can not post any of the hip file. Thanks for reading this, also a huge thanks if you answer. Cheers. **edit: im on H16.0
  19. Modifying Temperature before FluidSource

    This could be a really simple question, forgive me. I was curious how you would go about modifying per particle attributes (specifically temperature) when converted to a volume. For example I have a fluid particle sim and I want to use that in dops for a smoke solver.. and modify perhaps the temperature based on their respective ages. so far I've just randomized them dying based on age. which feels binary. so I wasn't sure if I could do something more in sops or if this would be a global dops animated kind of thing. Something a little more interesting and controllable is modifying the pscale for the particles. when going into a fluid source or a vdbfromparticles. I was hoping perhaps there's a similar scenario in which I could pre multiply temperature in the same way pscale is being done. Is there any guidance perhaps down that avenue? Uploaded a simple file if that makes my incoherence any more understandable. Cheers. Example_File.hiplc
  20. targeted smoke and debris

    Hi all i have been trying to make a wall fracture as per a punch and then have smoke and debris come off of it, but at the moment smoke comes off of everything all at once , this is the first year i have touched houdini and didn't start till later in the year so i am still a complete beginner , ive compiled the scene so far from a mish mash of tutorials and how i understand it to work, i have attached my hip file and also the abc of the punch rotomated to a sphere. any help will be appreciated Wall_Fracture41.hipnc PunchRotomation.abc
  21. Explosion Houdini

    Does anyone know good tutorials for learning Explosions? Thx in Regards
  22. Hey guys, im kinda new to houdini working on a personal project... ive tried destructions in houdini but im a bit confused as to how to get through this effect i have a similar scene in working on and i need the pretty same impact on the ground i would really be thankful if u guys helped me a bit with this thank you
  23. Colored Smoke with CMYK

    Last week a guy asked in the brazilian houdini group, in facebook, how to simulate colored smoke. I believe there are lots of hip files with this kind of effect, but while thinking about it, it came to my mind the possibility of using CMYK instead of RGB, since cmyk is more suitable for mixing colored things other than light. I couldn´t spend more time testing it or improving the file, but it seems to work, so here´s the hip file. colored_smoke_V002.hip
  24. Fast smoke simulation

    Hi there, I am learning about smoke in houdini and I am desperately trying to achieve an effect like this By this I mean a fast paced smoke puff that spreads out wide, like almost in a V shape. However, no matter what I do, my smoke always ends up looking very straigt. I can achieve the fast paced but then it looks even more straight I think. I tried making it faster by chaning the time scale, giving it a high buoyancy lift, using my normals as a velocity volume (in source volume node) and setting the scale of it to very high, setting the temperature scale to a higher values, etc. All these individual things work for the speed, but I keep ending up with quite a straight line, or something that isn't making sense at all. I tried adding turbulance, but this also doesn't help me to achieve that "v shape". I hope someone can explain to me what is going wrong, because I am totally lost.
  25. Combine clustered pyro into one domain/object to export for render in v-ray Maya? Thanks in advance.
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