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Found 12 results

  1. I have been banging my head on my keyboard for a bit on this one. I have exported an alembic file consisting of an object that bounces up and down. I then export that object to Houdini where I perform a very basic fire simulation on the object. I then export the fire sequence out as a vdb where I import it into Cinema 4D and display the vdb with Octane render. Everything looks great the only problem is the fire object moves faster than the initial object. This should not be possible considering the fire's position is based on the position of the object. Does anybody have any suggestions on how I can fix this? *Both alembic, Cinema 4D, and Houdini files are all based on 24 frame rate
  2. hi guys I've been tasked with creating a nuclear explosion for a current project to match this reference: been having lots of issues matching the kind of skirt of the pyro (the bit under the head of the explosion), I was wondering if you have had any tips or tricks. I would really appreciate any help. Thanks all!!
  3. For the full course, visit https://www.cgforge.com/course?courseid=pyroii Thanks for watching!
  4. Hello, Does any one kno why the density field is being used as a binding for the threshold in the shape parameters of the pyro effect simulation once you use the "smokeless flame" preset? Its kind of weird that it takes density into account because density represents the smoke and we are trying to shape just the flames... Thanks, Diogo
  5. Hello everyone, Does any of you know where can I find in depth knowledge of the pyro solver (I wouldn't mind the resources went further into math and implementation), its workflows and rendering pypeline? The documentation by sideFX is very poor in this case, and the tutorials on the subject are even worse (the usual -> "I think if you move this slider, it does this...") . Thank you, Diogo
  6. Hi, How can I adjust the density of the flames in a pyro render? Right now, I have smokeless flames, and the flames are not dense enough. You know how you can change the density of the smoke? Cant you do the same thing for the flames? In visualization of the smoke object, I can make the flames appear more dense in the viewport by going to pyro's visualization go to emission then scale it up. You can see the results below. How can I do that in the shader, though? The flames are just to thin and transparent. The only thing I see is the fire intensity scale, but it makes it brighter not more dense. Any suggestions? Thanks
  7. New tutorial at CMIVFX about creating fire and flames, check it out
  8. Hey guys, i'm working on a personal project involving fireballs. I could use some help to get flame trails. Right now the flames are going straight backwards corresponding to the velocity of geo which is fast. Any tips or tricks to get those flames look interesting? I have tried negating the velocity before plugging it into fluid source. Tried emitting from particles. Both doesn't work. Thanks!
  9. hey im very new to using Houdini and im working on a moving object that is emitting flames, the problem is i need the control the direction the flames are emitted in, i want to emit on a 45 degree angle however the moving object seems to just force them out at 90 degrees. my hip file is linked below thrusters 2.hipnc
  10. I am trying to imitate the pyro effect made by Mannoraoth in this Blizzard cinematic. I am getting nowhere figuring this out by myself. I got the color scheme down in the shader but past that, i do not know where to go. I am not sure if i should use a pyro fx shelf tab flames, explosion or fireball. If you know of a better way, please tell me. i am willing to learn and listen to the communities knowledge base. I am going to use it for a game i am working on. Please help. timecode: 2:15-2:21 PS: I am working in Houdini 15
  11. Hello fellow houdini users. First of all i whish you all a happy Newton's birthday (one day late, sorry) and a great new year!. I need your help about pyro and flames: my first problem is to create an emitter sop that behaves like the attached clip. I want the flames to be generated, expand a little bit as if they were consuming a large drop of alchohol (or any other burning liquid) and then disappear when the fluid runs out. I tried to scatter some points on a surface and then controlling the emission color using a turbulent noise in a vopsop, with the offset animated, but it is not controllable enough. Also i will appreciate any suggestion about shading and simulating pyro flames which looked like the reference picture attached, i looked around but apparently there are not many tutorials about flames and pyro. (i might be wrong) Thanks all in advance for your help! Francesco emissionSource.mov
  12. Hi, I have set up a pyro dynamic that is driven by a some particles that swirls on a geometry box. I would really appreciate if someone can take a look at it and tell me what I can do to improve this. Its a system that lets the particles grow on a painted surface and the idea for me is to adapt this to other geometry later. Then I need to make the smoke and fire to look as realistic as it could be. I have also noticed that the flames are a bit not sharp / blurry in a way when doing a couple of frames in the render view. Im very new to Houdini so please explain to me a way that a newie can understand, I dont have a coding background, but use a lot of time to try to understand Houdini. Thanks. Stig pyro_test_SO.hipnc
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