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Found 212 results

  1. I currently have a Pyroclastic flow sim that I made by using a particle sim, caching it with a DOP I/O node and then into a smoke sim. I works great and as I want it to. However as soon as I try and delay the sim to any frame it breaks either the particle sim or the smoke sim or both. I watched hours of vids and tutorials trying to figure what I've missed but every way I've found, including several suggestions I found on here, have failed. I've added a bunch of photos below of the how I've set it up and if anyone could tell me how they would go about delaying the simulations to a certian frame or something I've done wrong I would be enternally greatful. If I need to add any more detials please let me know.
  2. Hi; In a smoke simulation (H18), the velocity seems the same in all areas, but I want the smoke to slow down after a while. Something like air resistance. How can I change the velocity over time? Thanks.
  3. pyro smoke issue

    hi I have a problem with smoke upres sim. it's normal when I cache lowres. but when I use upres to sim. the result is weird. the smoke has been cut into quarter after few frames. don't know if anyone has the same experience. I tried to solve it with change my bounding parameter setting. but nothing going good..... ( maybe the problem not from bounding box, because the bounding range in normal in the viewport. not sure....) the video and pics attached. issue_1.mov
  4. Smoke from scratch, add force

    Hey dudes, I'm trying to build a simple smoke solver from scratch to understand more how they work. I created a simple setup with density, temperature and buoyancy. Now I want to add a second velocity volume as a force to my simulation. But when I add the force, the velocity is increasing massively in a few frames. I have to mix my force with the existing velocity but I don't understand how to do this my_solver.hiplc
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. Hi; I would like to render smoke with motion blur, so I turned on "Geometry Motion Blur" option on "pyro_import" geometry, but it doesn't work. Any idea? Thanks.
  11. Pyro I - Smoke & Steam

    Check out the course at: https://www.cgforge.com/course?courseid=pyro-i Thanks for watching!
  12. 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
  13. is SDF and VDB are same...? if not what is the difference between them?
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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
  19. Create a Trail explosion in Houdini 17.5

    Hey all, I am trying to do a explosion like this in the picture. I am very desperate, I have searched up the whole internet around but have find nothing... I have tried to do some particle emitting from a sphere with some forces but it wasn't like this... Can someone help me please... ps. if someone have time to make a hip file for me it would be a bigger help thanks in advance,
  20. 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!
  21. Smoke follow (fast) animated curve

    Hey Everyone, i'm hoping someone could help me with this problem. In a nutshell, i need to move smoke down an animated path, so that it sticks really tightly to the paths animation, but with all the dynamism a smoke sim brings to the table, i.e. nice peeling away around all the edges etc - I have a fairly fast moving alembic curve - cached out with 10 substeps. (may not be needed but there if i do) - I am using pops with curve force to fire particles down the path, so they follow the curve closely. - Then im using the particles to source density, and also adding their velocity into the sim so that it makes the smoke move along the curve. - Im using a high dissipation value so that i can tighten up the expansion so you can really get a sense of where the curve is / maintain the shape. My issues lie generally in 2 places: 1. Where the animated curve is moving the most - the smoke / velocities struggle to catch up and i end up with a hard edge. 2. Where the curve is tangentially facing inwards in relation to the curve, the velocities 'add' the other way, also creating a hard edge. To try and illustrate what im after - if i could animate a regular smoke sim down a straight path and then warp it into an animated spline shape / spline wrap effect, this would be the best way to achieve it, but im really not sure if is possible - hence this approach. I have already tried upping substeps - but it didnt make any difference. My gut feeling is that the problem lies within how i am sourcing the velocity. I will point out that i am very much in my houdini infancy, so my ability to problem solve isn't great (yet!) Has anyone worked on a similar effect before, or does anyone have any tips/tricks/tuts on how to achieve what im after? Any/All help very much appreciated! Cheers, C SmokeAlongCurve.mp4
  22. Hey guys, I'm making a smoke a sim of a person blowing out smoke (vape smoke) and when the smoke starts to dissipate and get's close to fully disappearing the resize fluid dynamic container just shrinks and clips that area entirely. Looks very jarring and obvious fake. I don't know why this is happening. It still happens when I increase my substeps to 3 so I don't think that's the issue. When it's at substeps 1 - the clipping still occurs but more smoothly (if that matters). I've attached my scene file and a flipbook of the crime. I'd really appreciate any help with this! Smoke_03_ForReddit.hip Pyro Clipping_For Reddit 2.mp4
  23. Hey, i am currently working on some fairly close up, hires smoke/density simulations (4k/8k) and am struggling a little with definition / voxel count. I am fairly inexperienced when it comes to this type of resolution, and am wondering what is to be expected in terms of voxel count. atm my volumes look a little blurry, but upping the voxels isnt making a huge difference in terms of resolution. Should i be expecting to be working with huge numbers of voxels when the resolution increases, especially when i have to go up to 8k? Or shouldn't any of this matter and my sim just looks rubbish im currently hitting 42m voxels on a div size of 0.009 (my sim scale is smallish), with a smoke object box size of 17,2,1 Any info/advice/past life experiences on this subject much appreciated! Cheers, B *Its worth noting i am rendering these with redshift, and dont have access to volume sampling / restdata etc... i wish mantra was faster for these tight turnaround jobs
  24. I am having a really tough time matching the reference of cannon firing from an old pirate ship. I am not able to get the smoke quality and shape or the wind that picks it up. My sim always ends up looking too powdery or thick. If I lower dissipation then the fire or explosive part remains too long. I would be grateful for a working scene file or a setup. Here is the reference:
  25. Hello, I'm attempting my first project using smoke as a density volume through which an identical volume collides, generated from VDBfrompolygons. I can't manage to figure out why the render appears so grainy - sample JPEGs attached. The VDBfrompolygons voxel size is 0.1, & my smoke object division size is 0.1. I've made sure the rendering engine is micropolygon PBR. I'm using a couple of hlights & a sunlight, making sure they're set to "Depth map shadow" shadow type, shadow quality set to 2 & pixel samples are 2x2. My experience with lighting is extremely limited, so any feedback regarding this would be valued very much. The whole scene looks so much cleaner in the scene view than in the render view, not at all realistic as I would expect it with the application of shader materials to the objects. I must be doing something very wrong. Thanks in advance for any ideas.
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