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Showing results for tags 'mist'.
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Hi Everyone, I'm looking to create EXACTLY this effect in de houdini docs: https://www.sidefx.com/docs/houdini/shelf/largeocean.html#using-large-ocean (example vid) I've traced it back to the launch event of H17: (skip to 01:20:00 or so) Ofcourse there's no tutorial or documentation to be found on how to achieve this. Would anyone know how to achieve this? As far as I can tell the Whitewater setup still requires FLIP as input. I've had no sucvces doing this in the popsolver; it just doesn't look right... and I'm a noob much obliged!
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Hi everyone. I've really given up and this is my last hope. I've looked everywhere for a month now and can only find basic "billowy smoke" tuts and pyro fundamental classes but my brain can't register how to make a certain look. All I want is to create this atmospheric wispy slow smoke like the example I've linked from Simon Holmedals work. My scene consists of a fragrance bottle and I want the smoke to crawl across the screen and bump against the bottle at a slow pace like simon has done in this video. SIMONS EXAMPLE MY SCENE SO FAR WITHOUT THE SMOKE All I need is a simple smoke setup like simons and I am struggling to achieve this result. Whenver I try I get clumpy results that tend to dissipate way too fast and just has a horrible movement all together. I'll also attach my .HIP file for anyone who wants to take a further look at my sim setup so far. I feel like I am not utilising the tool correctly and would love ANY input LINK TO .HIP FILE Thankyou.
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Hi All , I am doing some test on interactive fog which would be low ground Fog and I want to show some interaction with moving character . Any Help ..would be highly appreciated !!!!
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Hi everyone! I'm working on a project simulating storm surge effect like this reference.https://youtu.be/ISfKFBHe8uY?t=6 I tried the mist tool in the Houdini, but mist created an effect like a pointed prick, and I needed to refer to the feeling of natural expansion dissipation in the video.Any tip or thought are welcome! Thanks!
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I am doing a very difficult job.a wave.My particles are already very cool and rhythmic, but the mist can't always be the same. My mist sim is always straight, a lot of thorns, I don't know if anyone can help me. thanks
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Hey Guys, I finished this project a while back. I included it in my showreel just before the FMX. If you want to see breakdowns of the scene, it's in my showreel. I also show the diversity of the shader used. The Breakdown starts at 00:40. In the bottom video you can see the WIP too. Everything but comp is Houdini. Mountain range is completely procedural. The Shader is procedural, snow amount is slope and height dependent mixed in with noise, you can determine the snow / rock bias too. The rocks under the snow is in the same shader and is controllable by reflection and displacement amount. There are three smoke sims on the left, top and right of the shot. The top one is a clustered pyro sim. In the top sim I used the velocity field to advect some particles for the snow effect. In the background the clouds are VEX Volume procedurally generated.
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HI everyone .I'm having some problems about flip mist I m use pop drive FLIP emitter , So I shape of water have been identified, But mist is very ugly .Who can help me change the next mist shape. Thank you test.hip
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Hi guys, I'm relatively new to Houdini and I'm trying to find a fast and easy way to add mist to the already great off-the-shelf wave tank. I have found one video so far: He seems to be adding particles via POP over the surface and deleting geometry with the color attribute. Unfortunately no additional information is given. Any houdini veterans out there that can reverse-engineer this system? Any help, information or examples is greatly appreciated .