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Found 194 results

  1. 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,
  2. 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!
  3. 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
  4. 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
  5. 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
  6. 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:
  7. 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.
  8. pyro and CFL relationship

    Hello, In order to have better collisions in my simulation, I lowered my CFL condition and increased my max substeps (on the solver). Inside my pyro solver, I saw that on the gas substep, the CFL condition was divided by the timescale, I would like to know why? Do you know how exactly the CFL works? Thank you in advance, (I made a basic scene to highlight my question) PYRO__substeps_cfl.hipnc PYRO__substeps_cfl.hipnc
  9. Hey guys I have a destruction simulation here and I want the smoke to collide with the debris, so i turned by pieces into vdb (as you can see in the first picture) and put it into fluid sim but it looks weird (as you can see in the second picture), half of the pieces are missing. This never happened in houdini 16.5 but from the 17 version i am having this issue, is there anything new that i am missing? I have also scaled the density to -1 because i am using vdb.
  10. 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
  11. 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
  12. 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
  13. 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...
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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???
  19. Hi There! I am trying to transfer my smoke and water sim from Houdini to Unity but I am very lost. Any ideas?
  20. 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
  21. 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.
  22. 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
  23. 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.
  24. 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.
  25. 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
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