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Found 7 results

  1. Hi guys, I'd like to ask what is the right way of adding a custom velocity field into the pyro solver. Previously I used to add a new volume source that only brings in the velocity and merge it with the density source in the pyro solver. However, I'm not sure how to do it with the new Houdini 18.5 updated Pyro solver since the inputs changed. Thank you!
  2. HI, To get started with Pyro one has to create a source and introduce it to Pyro-Solver node in Sop and then if required use "attr-Noise" for fields like density,temp and fuel etc.Later add vol-rasterize attribute. But if you have a set up of particles like emitting smoke from particle burst or a powder kind of explosion you need to use particles(POPNet) and introduce to Pyro-solver then use source as a "v" for velocity.Once you add the Vol-Rasterize-Attr you will see only half of the section gets voxelize. Rest side like X-negative or Z negative axes doesn't show with voxelized particle streak. while all other fields are coming properly. Whats the possible reason for not coming in Velocity??
  3. Hi, I am creating a scene that is on fire where at one point an explosion happens. I did this by creating a different source for the explosion, giving it more divergence, temperature,.... However since they are merged and both sourced into the same pyro solver (at SOP level, Houdini 18), this is difficult for shading. Since the explosion is way hotter, the temperature scale etc... needs to be different for the explosion. I have thought of just simulating them both seperately but they influence each other so that is not really an option and since it is pretty HQ, it will probably take way longer too. The same basic question has been asked and answered as well: but I have fire and heat and burn and flame fields, so just copying the density fields to different custom fields doesn't work, at least when I tried,... Also the solver is on SOP level in my case because it's easier and that also changes stuff I thin. If you could help me with this I would be eternally grateful! Thanks in advance, Thoran Slock
  4. Hey guys! Trying to figure out the whole custom vectorfield aspect of the pyro solver, but running into some issues.. I created a new vectorfield (Cd) under the smoke object, importing a Cd vectorfield that i want to use in a source volume node (replaced velocity with Cd to Cd as another forum post on here suggested). Then I added a gas advect field microsolver to the advection input of the pyro solver. With the multi checked on the visualization and Cd in for diffuse, I can see that the vectorfield is properly being sourced, but it doesnt advect by the velocity field for some reason, it just sits there. The gasadvectfield node should move the Cd by Vel right? I've found some good forum posts about this here, but for the life of me can't replicate the effect. Any suggestions / advice? Thanks! Cd_advect_v01.hiplc
  5. Hi everyone, I'm currently working on a blast/pyro effect, and I need some advices about fast colliders. I've fast moving collider that doesn't affect correctly my pyro. the solver seems to be unable to correctly evaluate the motion of my object. Any idea about how to solve this problem. I've a simple animated VDB collider (2 fileds vel and collisionvel) Cheers Bertrand
  6. Hello guys! I'm new to the pyro solver and I have understood somewhat the basics of the solver, but for now what's keeping me hitting on a wall is how do I set the initial values for the simulation. I have exported a .bgeo using a DOP I/O dop with the fields that should be needed (temperature, vel, density, fuel and heat), and pointed to them on the smoke object dop but can't figure out how to map the heat on that initial state. I'm giving you guys the link to my .bgeo file if anyone can help me out. Thanks a lot everybody! https://dl.dropboxusercontent.com/u/19910308/Seq_003c_fire_Initial_v01.bgeo
  7. Hi all I'm looking for Critiques and tips on how I can improve my work. I simulated this using the Pyro solver and open cl with the sub steps 1(min) and 6(max) and a CFL condition of 3. The hope was to reduce the ghosting/trailing that is happening with the feet but as u can see it didn't work as I'd hope. Other then that I like the effect that came out but I wanted others option on how it looks. I didn't use combustion but here are some other settings. shape tab (pyro solver) division size of .04 dissipation of .075 disturbance 1.8 turbulence 0.25 simulation tab timescale 1 temperature 1.7 cooling rate 0.6 viscosity 0 buoyancy lift 17 buoyancy Dir 0,0,-1 smoke_horse_N2_ren.mov
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