Jump to content

Search the Community

Showing results for tags 'dust'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 35 results

  1. Free video tutorial can be watched at any of these websites: Fendra Fx Vimeo Side Fx Project file can be purchased at Gumroad here: https://gumroad.com/davidtorno?sort=newest
  2. dust Clump using VDB

    Any effective way to create this kind of dust. I used Cloud noise but doesn't seem to look preety well. any suggestion will be helpful. Thanks
  3. mm BurnOut v1 - H17.5 and up

    Hi there! After more time of working, testing, and, more long process, writing the documentation (help offline) I publish my new OTL for Houdini (17.5 and up) to create a dust/smoke FX generated from the contact between one or more geometry. The tool is inspired by another tool I did and used in production on some TV-Show for kids (check on my LinkedIn profile). In the last 4 months, I re-created, re-design, and fixed some problems from the old OTL for made a very stable and cool tool you can use for your FX and in more cases is "ready-out-the-box". It's a payment tool and if you buy the version for Houdini 17.5 I give you a free update for the next release with the sparse solver. buy now here https://gum.co/NVcJM If you follow me on Patreon you can take it for free. I'm working on the version with sparse solver, if you get it now you have the update for free. Thanks Matteo video
  4. feet dust from a croud scene

    Hi I have a scene exported from Maya with 150 feet animation, I'm exporting as abc to Houdini , for my sim, Houdini see this group of animation as one chunk. I unpacked it but it's not helping much, my dust setup working fine with one object. How can I make Houdini relate it as separate elements? Thank you
  5. Dust effect - car on a dirt road

    Hi guys. For a current project I am trying to create a realistic dust trail to be used in Unreal for a cinematic. Think car on a dirt road. 2 references Was thinking the best approach would be to actually simulate it and create a flipbook. To create this quite specific smoke-dust type effect are there any good tutorials for me to watch or actual .hips for me to deconstruct?
  6. dustwave problem

    I hope to create dustwave like this image. I'm in the middle of making it. Would you mind helping me? dustwave_wip_v01.hiplc
  7. Hi all! There's 1 week left to register for my Mastering Destruction 8-week class on CGMA! In supplemental videos and live sessions we'll be focusing on some of the awesome new features in Houdini 18, and exploring anything else you might be interested in, such as vehicle destruction. For those that haven't seen me post before, I'm an FX Lead at DNEG, and previously worked at ILM / Blue Sky / Tippett. Destruction is my specialty, with some highlights including Pacific Rim 2, Transformers, Jurassic World, and Marvel projects. I've also done presentations for SideFX at FMX/SIGGRAPH/etc, which are available on their Vimeo page. If you have any questions, feel free to ask or drop me a message! https://www.cgmasteracademy.com/courses/25-mastering-destruction-in-houdini https://vimeo.com/keithkamholz/cgma-destruction
  8. How to approach Flour in Houdini

    Greetings, I'm trying to achieve something like this https://www.shutterstock.com/video/clip-24306053-slow-motion-falling-eggs-into-flour-stock Forget about the eggs, generally I'd like to simulate a collision on a dust / powder like flour. First of all, how should I approach this effect? Particles or Grains? And if I choose Grains, should I use the normal Grain Solver or the Vellum one? On the picture below I have a setup that I used the standard Grain Solver, and 2 RBD object, on is the static plate, and the other one is the moving ball. I encounter many problems like the ball bouncing really hard on the flour, instead of just landing, and if I change the RBD Solver priority in the Merge, then the Grain collide merely good with the ball but they pass through the plate. So basically the Solver can't read both the RBD objects correctly. Also, after all, I need to use a custom Force to "Explode" some Grains in the air, because it seems impossible to happen with just the ball collision. Thank you in Advance !!
  9. 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
  10. 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
  11. Mist-Ground Dust Effect

    Hi guys, what would be the best approach to recreate something similar to this mist-ground dust effect for the mid-ground? Thanks Isy
  12. Heyo, I'm starting on a new project and I ran into a problem that I can't play my way out of to figure it out. I'm looking for an effect like this Sand tires throw a bunch of sand and trying to get that result has been a challenge. Any ideas? I have been using a simple setup of particles emitted from a ground plane after impact with the ground but that won't give me the repeating trails all the way back. Instead it's a rather sad thing of a few particles flying off incorrectly Any help would be great, thanks.
  13. Hello everybody I come to you today to ask for a little help. I would like to find a fairly "simple" "beginner" technique to get some smoke when an object (a foot) touches my groundplane. I have a step sequence in alembic. But I miss the little idea. I tested with rigid and debris sources but nothing conclusive for the moment. thank you in advance for your help
  14. Hello everyone, I have a question, how to make a dust simulation from the crowd? I have collected an approximate variant, but I think there is a more correct way how to make this simulation more realistic. I made an emitter of particles from each soldier, and then applied volumerasterizeparticles. Test particle fluid source Crowd_test If anyone can help, I will be grateful. Thank you for attention!
  15. Hi, I am doing a personal project of iceberg destruction, and i want one of the fractured piece to behave differently like when it lands on the ground. i want them to be very small pieces like a dust. so i thought the best approach for that effect would be, make them to "grain". therefore, to get that effect, what i did was, i blast one of the piece from the simulation ,which i want them to be behave like a dust, on hitting the ground. unfortunately, i have noticed that ,since its a fractured and already has a simulation. when i apply grain source , the grain source point moves in every frame as it goes to the ground. I know point deform would fix something like that. but since i am newbie, i dont know how to fix this. I have attached a test. please have a look. if you dont understand what i said. Grain.hipnc
  16. I'm looking for a tutorial. I want to make something like dust smoke that spreads from all directions after the bomb explodes. Thank you for your help. Dear.
  17. Dust/Smoke Shockwave

    Hi guys, This is something I've been looking around at for awhile, checking different solutions and testing them out. But I just wanted to check what you guys find to be the most effective way to create a shockwave from f.e. an explosion. Any and all ways are welcome, I'd just like to know what you find works best for you. Cheers, Jack
  18. Houdini Pyro - Dust Storm

    Hi guys! I recently work on this test of Pyro dust . i will try to do more soon. I used Arnold to render and pyroclastic method for the sim with scattered points for divergence. Render time about 15 hours on my machine... Can i have our feedback and advices. Cheers https://vimeo.com/206276685
  19. Hello to everyone! I'm fairly new to Houdini and to vfx at all and been struggling trying to do this by trial and error and searching in forums. Even though I have learned a lot by doing that, I think it's better to ask for someones help. I want to create some dust clouds (like a small dust storm) for a shot. Because the area that I'm trying to fill is big and my resources are limited, I thought it would be a good choice trying to achieve the effect using SOPs instead of a smoke simulation in DOPs. The setup related to this part of the effect is basically some boxes each modified by a Volume VOP to add some noise and animation by frame. I read that Billowy Smoke Shader can help you to get a more fluffy look at rendering. My first frame was great, but the next weren't as good because of the noise. The shader is supposed to use the rest field of your simulation to position it, but I'm in SOPs. Another user asked for something like this in the forum: He says: "just create a vector rest volume in the beginning that has the world coordinate of each voxel as its value. Be careful to do all the same advection operations on your rest volume as you do on your density volume". But I think a main difference is that they are working with shaped geometry and my whole dust storm is, well... a box. Until now my tests have been: 1.- Expose rest attribute with a wrangler before my volume vop and create a surface attribute named rest. 2.- Create it after the volume vop. 3.- Create the noisy volume, then convert it back to polygons, add a rest field and then again convert it to fog. And nothing worked. My questions are: 1.- Is there are way to use a rest field from SOP to shape noise in the billowy shader? If yes, what is it and how do you work it. 2-. Or would it be better to create a noisy volume, convert back to geometry, add pyoclastic noise and convert it back to volume? Thank you in advance. I would really appreciate your comments.
  20. Houdini FX Reel 2016

    All of my latest work from projects including X-Men Apocalypse, Game of Thrones Season 6, and more. FX Reel 2016
  21. FINAL HARVEST

    Hello guys, I would like to share our 8 week masters project with you. It was done at Bournemouth University as part of the Digital Effects course by 3 students. I hope you like it! Cheers!
  22. Hi, rookie question: Why is it that when I import an Alembic camera from Maya into Houdini, it makes the whole scene insanely large. The camera moves a massive distance and as such I am forced to create massive grids and simulations with attributes set to numbers in the thousands. This is really hard to work with and creates clipping problems if you move close to the geometry, which i cant seem to fix even in display options. I'll attach the scene file and the ABC camera file (not sure how to attach them in the same file). So import the ABC file yourselves Basically the camera is leading a car straight along a road and there is going to be a dust storm in the background and also dust trailing behind the car. If you convert the tube in the scene to Billowy Smoke, it comes up with a warning saying 'Object level scales detected. A new object has been created to convert to world space'. Which I suppose is a way of saying 'Hey, your scene is super massive and could be fixed somehow'. I'd like to know if there is some way to import the same camera, but have the scene scaled to a suitable size so i dont have to put huge numbers in while experimenting with smoke, particles etc. Thanks Scene01.hipnc Camera Alembic.abc
  23. Asteroid Dust Trails

    Hey guys, This is my first post here! I'm new to Houdini and learning a lot from the shelf tools, available tutorials, forum posts and documentation. Now I'd like to create dust trails from shattered asteroid pieces. Here is what my trail setup looks like so far (.hip attached): I'm almost happy but a few things should be improved/fixed: The "Source Volume" node doesn't know the torus' velocity when drawing into the density field, which results in stepping. I'd like the smoke to interact with (flow around) the geometry. Can I draw it into an obstacle and/or velocity field? Merging the solvers didn't help yet. Maybe I could modify the air pressure/resistance aroudn the asteroid and ignore it for the smoke that's far enough away? With the "Gas Resize Fluid Dynamic" node active, there's some strange aliasing happening towards the end. Any tips on how to achieve/fix those issues would be great! I've been searching the forums and several tutorials already. But as today most of them are not written text but videos instead, it's hard or at least very time-consuming to find specific information. I'll keep playing with nodes and parameters, watching volume wrangling tutorials and also try preparing an upres setup. Thanks! Hebi 2016-08-04_asteroid_trail_v002.hip
  24. Smoke Emissions Scale Over Time

    Hi All, 1.I am Emtting Pyro Smoke from Rbd Object with different size. But my Smoke is coming with same size.how do i control size of emt Smoke. 2. If i need Smoke emt from frame 0 to 10. Lets say on frame 0 desity will be 0 and on frame 10 it will be 2. Thanks
  25. Helicopter dust effect method

    Hi forum I'm trying to achieve a helicopter dust raise and this is what I reached for curly dust layer more or less and I want to add another layer of dust simulation for horizontal movement after that. I used an arena shaped geometry to create velocity volume and advect some particle with this velocity field. and at last I simulate this volume from particles that has this arena shape already without extra advection, just some turbulence and disturbance. But as you see this so smooth in the base and has more noise at the ends and this is annoying. So after reading some related threads in forum, I start to think if I'm wrong. maybe I should advect particles with volume instead. actually I want to know best approaches for creating similar effect. Thanks in advance
×