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Found 6 results

  1. Hi, Can anyone please explain me what is the difference between source fluid and source flip. I found this option in fluid source's container settings and I cannot understand the difference between them. Please Help.
  2. Hi everyone, For an upcoming project, I need to create the effect of an extension cable overheating. ie. holes being burnt in the plastic casing of a wire and then smoke emitting from them. This is a good reference, particularly the shot at 1:26 https://www.youtube.com/watch?v=jGPkkOU3Uf8 The problem I am currently having is that for smoke to emit from these little holes, the source volume has to be really tiny. This requires a ridiculously low division size just to get the sim to work, making it impossible to easily preview the simulation. I'm thinking there must be a better method for doing this, so if anyone has any suggestions, I'd be happy to hear them!
  3. Hi guys I'm trying to simulate a flamethrower fire with Pyro but I have some problem with my fluid source size. For example when I put a sphere in my gun nozzle and source fuel from it, I can't see any result in low resolutions and its really hard to work on high res. Also high velocity and buoyancy are two essential parameters for this effect and this is even more dramatic situation. So I think there should be some kind of way to do this correctly. Thank you for your help
  4. Hey! I am trying to use particles as a source for pyro. For some reason the motion blur (from fluid source node) is not working as it should. I added a trail sop (to see what it would look like) and I am getting weird results. The first photo is with out the trail sop. Next photo is with it on. Clearly something is not right. You can see the same effect by viewing fuel as a slice and blurring it. What am I doing wrong? The particles were cached with velocity attribute. I also included the scene. thanks particleblur.zip
  5. Hello everyone! I am very new to Houdini an need some help. I am trying to rebuild ""FLUID SOURCE" node with container settings "collision" to use it later in DOP with "Smoke Solver" and importing collision with "Source Volume". Just now have made with VDB surface field called it "collision" and create one more VDB from attribute "v" called it "collisionvel". I see difference between FLUID SOURCE and VDB collision is in first one create 3 scalar velocity fields and the second create one vector velocity field. Setup with VDB now have a problem my density ( made with "Source Volume") : theres no adding to density from SOP , but it works like copy. I will appreciate for any help! Thanks! P.S. Also i am interesting to rebuild it all without smoke solver, so feel free to comment all around this problem!
  6. Hi all, I'm trying to create the effect of a tyre burnout, like in this topic; customise pyro emitter. However, I'm trying to achieve the effect on a much smaller scale, and with 4 wheels instead of just one. I'm finding a few issues at the moment. The first issue is with the fluid source for the pyro sim. I can't seem to get the fluid source to accurately represent the shape of the wheels, unless I reduce the "Out Feather Length" to a near zero value. I also need to decrease the division size massively, which is obviously slowing down the sim. Is there a more memory/time efficient way of representing the wheel shapes in the fluid source? Secondly, when I run the pyro sim (with the best fluid source result I could get), the velocity from the wheels don't seem to be effectively moving the density in the sim. The fluid seems to be just randomly emitting from the wheels and floating about. I have a feeling that these issues are going to probably boil down to reducing the sim resolution, however, it just seems to be running far too slowly for me to effectively iterate on the sim. Any ideas would be greatly appreciated. Scene file attached. OdForce_fluidSource_v01.hip
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