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Found 310 results

  1. Houdini Pyro Collision

    Hi there everyone. This must be a common question but I just cannot seem to get the Pyro Collisions to work correctly there is defiantly something I am missing and I would greatly appreciate some assistance. So this is the issue I am having. Below you can see the Multi Field going through the Collision Field where there are no holes. This is the Multi Field. Here is the Collision Field on its own so you can see its a solid Piece. This is the Temperature Field. This is another angle of the actual Geo at the same frame as the images Above. So I just wanted to mention what I have observed and what I have tried. first my observations, the Multi filed is only partly interacting with the collision field, in that some of the smoke travels along the ceiling of the roof before finding an exit and pushing outwards. Secondly have I have tried, Is using the Houdini shelf Deforming collision object but it only dose 2 frames then hits my 32gb memory cap and my system crashes and restarts. This is if the mode in the Static Object is set to Volume Sample. If I try Ray Intersection it dose not work, there are holes in the collision Field. so the method I am Trying to get right (Based on the Images above) is the secondary Volume Source set to collision. Here are my VDBs and I am merging in the Cached RBD Data. And this is my Volume Source for that VDB Surface If you need anything Please Let me know ! Have a Great day, Jody.
  2. pyro explosion using grain

    hi, am working on an explosion shot (desert explosion). i have seen some grain adverted pyro examples . can anybody give some tips doing it ?
  3. Hi, I want to emit fire from a geo and use a texture mapped on that geo to control the fire emission. I know there is a way to scatter particles on a geo and then use a texture mapped on that geo to control those particles scale and then use them to emit fuel, but I would like to know if there is a way to directly use a texture on a geo emitting fire to control the fuel amount so when there is a gradient in the texture, the fire really fade correctly instead of just being emited by smaller particles in the grey areas... also I don't like the idea to have to use a really dense mesh to have enough rez for the texture to show in the scattered particles when there are finer details in the texture (or maybe Houdini is so powerful that it doesn't bother to do this...) In the doc about the "attribute from map" node, we can read this: http://www.sidefx.com/docs/houdini/nodes/sop/attribfrommap.html You can use this node to create density, fuel, and temperature data to drive a fluid simulation. Using the Fluid Source operator, this data can become a set of volumes to be used as a source for a fluid simulation. So by "fuel data" do they mean scattered particles as emiter? Or is there a way to use that node to directly control the fuel by a texture? tanks in advance for any hint folks!
  4. Rolling Clouds Simulation Using Smoke

    Hey there, I recently saw a breakdown that Main Road Post did at last year's SIGGRAPH and I have been trying to recreate their cloud simulation but to no avail. Currently I'm using particle velocity to drive the smoke velocity in hopes of generating shapes similar to their video which I've attached here as a reference along with my scenefile. I'm hoping someone could take a look and maybe give me some pointers. I would love to get close to what their reference is. I really love how they achieved a rolling cloud look. Thank you. cloudSim.mp4 clouds_v03.hip
  5. Anyone know how you can make a custom container shape? An example
  6. Hi Does anyone know good tutorials for learning Explosions? Thx in Regards Balaji J
  7. Hi magicians, I was trying to create render passes for the fire, I want my temperature and fuel to be render as different render passes, I tried to use temperature and fuel as float in extra render images, but the problem is that, I am not been able to get it properly. what is the way to get render passes for temperature, fuel and heat in extra image details ? I would also like to know the way to render normal passes and any other passes which can be rendered out from volume, like opacity pass or something helpful in compositing. I get the fire mask from the shader but it is not that useful. Thank you.
  8. Pyro to Maya

    Hey magicians, What's the best pipeline to export pyro to maya? I'm working at houdini scale and I think maya scene is x1000 so I'm worried that the smoke probably will look bad. Any tips will be really appreciated Thanks!
  9. RENDER COLORED SMOKE

    Hi Everyone I am new to Houdini. I study three methods to make colored smoke. I can simulate color particles from all of methods but I can not render out colored smoke. As for method 3, more frustrated on the pcopen of material builder. I can not write out particles at all, there is no smoke to render out neither. I really need some help to know how to render colored smoke or pyro after simulation. sorry can't upload file so only use youtube to point out my questions. 1. Method 1: https://www.youtube.com/watch?v=sTObU9iYmmM I only can render grey smoke but can not render colored smoke at 9:18 of video No idea why? 2. Method 2: https://www.youtube.com/watch?v=FudW5RpFw9s&t=60s I set up a material pyro shader to render. I only can render grey smoke again not colored smoke. No idea why? 3. Method 3: https://www.youtube.com/watch?v=A_0emoJjWc0 I follow up video to make the path for point cloud texture, but can’t write out anything after rendering at 30:27 of video. No any smoke at this time. Hope guy can give a help to solve the above issue. No idea where I missing. Thanks in advance Ben
  10. Ground / Terrain Collapse Effect

    Hello all, I am looking at this amazing fx made by Axis for Halo e3 2013. Studying the reference ( the terrain fx ), I thought to approach this using RBD fracture to drive a second sim layer of pop grains (sand). However, I am also thinking maybe I could use vdb+volume vops to mimic the motion. and for the second layer, perhaps using just particles emitting in focus areas. I would appreciate your thoughts on how to approach this. GroundCollapse_Reference.mp4 @MENOZ would love your input if possible.
  11. Hey magicians, I've got a particle setup burst wich generates a pyro sim I know how to advect particles from pyro when we have ie: the same emitter (sphere) but in this case my main emitter is this particle system: So what I tried to do to have the base geo emitter match with the pyro shape is: 1) copy spheres on the particle emitter - 2) create a vdb from the pyro and use as source Both methods don't get me that pyro shape in motion with the particles, any suggestions? Thanks!
  12. Hello im a student and pretty new to houdini working on a personal project can u please help me figure out how this effect has been made since im still learning & cant afford high end simulations i would be really grateful if someone could give me an in detail explanation of how to do this... its pretty urgent since i need to finish the project in the next 15 days.. Thank you guys in advance
  13. Can someone please give me an indepth explanation as to why the CPU vs GPU sims look different? I have noticed when making a fire sim, GPU gives a bit more streaky and jagged sim (better licks) than a CPU sim which tends to be a bit more billowy with more 'shrooms' or rounder shapes in general. Sadly GPU crashes on any large scale sims yet I really like the look. How can I get CPU sims to look as streaky and jagged as GPU? Any tricks to stop a GPU sim from crashing? Cheers!
  14. Colored Smoke with CMYK

    Last week a guy asked in the brazilian houdini group, in facebook, how to simulate colored smoke. I believe there are lots of hip files with this kind of effect, but while thinking about it, it came to my mind the possibility of using CMYK instead of RGB, since cmyk is more suitable for mixing colored things other than light. I couldn´t spend more time testing it or improving the file, but it seems to work, so here´s the hip file. colored_smoke_V002.hip
  15. Can't access Pyro Shader from Shop

    Dear all I am trying to access the pyro shader from shop but it doesn't show up. Any idea?
  16. sim bounding box of pyro trails

    hey I'm trying to set up a missile trail, and started from the shelf tool I encountered an issue due to a strong wind I'm applying. basically the sim is going out of the bbox of each segment of the trail. Is there any way of letting the sim going out of the original bbox size? cheers!
  17. Hey magicians, I'm trying to create a thick layer of pyro (for a sand blowing effect) but so far I can't get the desired result, I got a decent view from distance but the camera is close to the floor so it gets bloby, any advice? this is the ref I'm trying to achieve And these are my tests so far Any advice will be awesome, thanks in advance!
  18. Hey magicians, I'm trying to create a thick layer of pyro (for a sand blowing effect) but so far I can't get the desired result, I got a decent view from distance but the camera is close to the floor so it gets bloby, any advice? this is the ref I'm trying to achieve And these are my tests so far Any advice will be awesome, thanks in advance!
  19. Combine clustered pyro into one domain/object to export for render in v-ray Maya? Thanks in advance.
  20. I'm having some trouble making my clustered pyro sim have collisions. It's a custom setup where I make a couple of containers with instancing at start frame and I've made a small change in the Gas Resize Fluid Dynamic DOP to resize each container separately based on $OBJID. The problem is that when I add collision objects, my density just doesn't show up or source anymore. When I use the shelf tool to make a static or deforming collision object, I don't get any smoke. Or I get it in weird places where the containers overlap. And when I use a Source Volume node set to Collision, all I get is what appears to be the Source field, but there is no density coming from it. When I disable the Source Volume node, density is sourcing and moving normally again. I've tested it in small scenes with basic geometry where I use shelf tools to setup the clustering and collision and then it seems to work. With the Source Volume node gives me the same issue, except when there's just 1 container (so no clusters). Then it works just fine. Since the shelf tool works, my guess is that I have to set some setting somewhere so that it works with instancing. I've been comparing the working test scene with my scene, but I haven't found anything yet. I'm afraid I won't see what I need to change even if it's under my nose. I've added the .hip file, but beware as it makes quite a bit of geo. So expect some loading time when you go in the SURFACE node. Thanks for any help! Eckhart TerrainDemat.v013.hip
  21. Freelance Pyro Expert (remote work)

    I am looking for a Pyro expert to join a small FX team for a period of up to 3 months. The work will be remote, however a mic for skype calls, and or google hangout meetings is required. please pm me with your reel should this spark your interest, and I can elaborate on the details. Cheers ps. The freelancer will have to be comfortable signing an NDA pps. render farm access will be provided.
  22. static gas turbulence?

    Hey! I'm trying to get a very low freq turbulence in my smoke trail sim, but even if I put pulse length to a very high number, 10000, the turbulence keeps moving with time, while I want some sort of static turbulence to break my trail line..any idea? cheers
  23. Meteor fx

    hello, i need some help from you guys, i have to make meteor fx similar to one as shown in the below clip Untitled.mp4 i have spent 4-5 days on this project and you can see my current simulation in the below clip. metero fx.mov I don't know what I'm missing or doing wrong. please guide me . I usually don't make post here because of my English but I hope you guys will understand and try to help me.
  24. Subdivide / interpolate voxel?

    Hi guys, I'm working on some pyro simulations which require dense fluid look. I have to crush the density remapping to achieve the dense look. But the banding issue appears. So I'm thinking is it possible to subdivide each voxel to 8 small voxels and interpolate the density value? Thanks!
  25. "Foreword" - MULMO

    Hi guys, Here is a new MULMO piece of work, fx all done using Houdini, enjoy! ludo
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