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Found 6 results

  1. 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
  2. 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
  3. Hello magicians, I'm working on a large scale FLIP scene and need some tips regarding to workflow. The main scene has 2 FLIP sims, 1 for a waterfall, and 1 for a river. On my current setup I made the river using narrow band, and the waterfall using a emitter, not sure if this is the best workflow in terms of speed and direction, the current setup looks like this (blue = waterfall / red = river) And here is a viewport sample Questions: 1) Is this the best approach for mixing a waterfall with a river? emitter + narrow band? 2) I saw in other post that some people breaks the geometry in equal modules and then put them together, should I break the river within 3 equal parts to save time and quality? 3) I readed that when you export particles, is useful to delete attributes that won't be used, I did a quick test with all attributes and 1 frame was 800mb, deleted some and took it to 200mb, is this a right approach? 4) For final meshing, should I create VDB / polygon soup and export passes in order to make detail stuff like foam? 5) Should I export particles in wedges? 6) There is a dop workflow to upres particle/flip mesh like "gasupres" within pyro? Would love to hear any tips regarding to large scale flip, will keep reading on the forum in the meantime Thanks!
  4. Hi, Im working with a pretty complex OBJ file which I'm going to be running some dust and smoke effect over. (theres rocks and signs etc). However the file is really slowing down the sim and its impossible to work with. I've read that you can change 'File Mode' to Automatic and it will cache the geometry permanently to disc, but it will not let me change it as it is greyed out. What is the best way to use my geometry but not let it slow down my dust sim after changing it to a static object. New_desert_geo_edited_v002.obj
  5. Create a large scale wave

    Hi I'm working on personal project that have a shot with large wave and having trouble with it. I'm trying to make those kind a wave. and here is reference video. I have a basic set up for ocean from shelf tool but it's hard to figure out make that kind of huge wave. so How can I make that kind wave with ocean tool?? it would be grateful for any answer. Thank you
  6. Create a large scale wave

    Hi I'm working on personal project that have a shot with large wave and having trouble with it. I'm trying to make those kind a wave. and here is reference video. I have a basic set up for ocean from shelf tool but it's hard to figure out make that kind of huge wave. so How can I make that kind wave with ocean tool?? it would be grateful for any answer. Thank you
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