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Found 548 results

  1. Hi guys, I am working on a project where an incense egg is lit from the top and burns down through the object by utilizing the Pyrosourcespread. I have combined this with a modified pyro solver, which i brought in from the Billowy Smoke shelf tool to achieve a denser smoke. In this, two issues occur that i cannot seem to adjust my way out of, with my current knowledge. Firstly, the pyrosourcespread is burning too quickly through the object. Here i am only running with initial fuel which seems to want a value of 7, to infect its nearest neighbours, otherwise no infection happens. This still happens at a way too quick rate. Secondly, i am looking for a way to force the infected area with emitting more, and continous, billowy smoke. At the moment, the negative buoyancy seems to just cover the burned area, where i am looking to have it droop down along the object. The end goal of this project is to have audio influencing the burn in small increments. Apologies for any mistakes. It is just recently that i fell completely in love with the software. IncenseEgg.hiplc IncenseEgg.obj
  2. Sorry for the long post, but I've run into an issue that is driving me crazy and I can't seem to figure it out. I have a pretty simple pyro sim with some Disturbance and Turbulence using Pressure as a control field. I ran the sim Tuesday night, and in the morning I realized I went a bit too far in both. Fast forward to today, when I had some time to re-run the sim. I opened the original file, adjusted both the Disturbance and Turbulence down a bit and rendered out my file cache. I immediately noticed that my files were more than 2x the size. Same voxel size, same channels etc. Upon viewing the velocity channels in the volume visualizer, I can see that the new sim has velocity in all the voxels, where my original sim has it only near the actual smoke and all the values are zero outside this area. Now where it gets stranger is that I re-opened the original file that I used to cache out the original sim and re-cached a few frames and it now looks like the new sim... I'm usually all for chalking this kinda stuff up to human error, but I'm 100% sure it's the original settings and file and everything. Is there anything that anyone can think of that would cause this? I really would like the original velocity behavior back since it has much smaller files, uses less memory etc. it's killing me here. I've attached a pic of the old vs new sim with the same settings, and a later frame where you can really see how it looked on the first run.
  3. Is it possible to animate input point temperature for the pyro source spread node--i.e. have one pocket of points that flares up (@temperature = 1) at frame 100, and other that flares up at frame 200? Or a group that is dynamically created (bound by animated geometry), so that when the animated object flies through it creates a new source for the pyro source spread? It seems like it only accepts the values at frame one, which makes sense for a solver--is there a way, such as with vellum, that I can dig in and animate those things? I'm using this more as a growth solver, not generating any actual pyro on this--I'm just spreading attributes about. Thanks for any help!
  4. Fire Spell VFX

    Hello guys! Does anyone know how I can achieve this pyro spell effect? https://www.artstation.com/artwork/xJx1l4
  5. Hi everyone! I'm struggling to get rid of those sharp voxels in the sim. I have a pyro solver, and I have tried increasing a lot the res in the Volume Object, Volume Rasterize Attrib, Points from Volume, increasing substeps, also the collider has a very decent mesh and it's also subdivided. I also tried using the collision object as a proxy vdb, and also using it as a collision volume inside the pyro solver. It's been very frustrating. I also found other posts with the same question, but still without any luck after all I have tried. I know the collision object may be causing all of this voxelization, but I keep on increasing the res, and I'm still getting the same results. Any help on this will be much appreciated! Thanks untitled6.mp4
  6. Hello is there a easy way on how could I attach a pyro simulation to a moving alembic imported object? I have tried the centroid expression but I think I've done it wrong.
  7. Pyro bake volume node isnt working

    Hello, I am trying to do a simple explosion, but when I am adding the "pyro bake volume" node, and then I am clicking in the scatter or fire tab on "enable fire/scatter", normaly it should add the fire to the explosion. But today somehow its suddently not working... I have do it a few times when Houdini 18,5 came out and it has worked without any problems. But now somehow it isn't working anymore... :/ there are some screenshots attached and the hip file... I have looked everywhere but somehow I've made everything right... explosion_problem.hipnc
  8. pyro look problems

    Hello: I am seem to be having trouble getting pyro to look the way I want it too, especially with stylized fire/smaller flames. (For me at least) the worst looking part of any sim I do is either the sourcing or smoke close to the source. It seems like interesting detail doesn't really happen in smoke until disturbance/turbulence hits later on in the sim's life. If you look at this fire sim I rendered, https://vimeo.com/440159408 it looks fine, but if I want the flames to be smaller it looks pretty bad (no detail or nice motion). See where my blue line is on the photo, if I add dissipation or change the flame lifespan to end around the blue arrow, the fire looks pretty bad and you don't get too see nice swirls/licks as you can once it reaches the pink-ish arrow. The TLDR is I can get nice looking sims at bigger scales, but when I need smaller flames/smoke its hard to get nice motion early on in the sim. Any tips?
  9. Flame attachment and render problem

    Hello community, I am doing a SpaceX starship rocket landing on an extended ocean (flip sim integrated), right now I am working on the rocket exhaust which should interact with the flip simulation. 1. I have created the pyro simulation of the exhaust flame and now I want to add this pyro flame sim to the rocket model where the exhaust should be. 2. I have done a point expression for the pyro cache, it has worked out. BUT now, when I want to render it, the flame is staying on the grid and isn't on the rocket. I hope you understand a bit about my idea. Here is a screenshot with the problem. here is the hip file with the 3d modell https://drive.google.com/drive/folders/1Q_c7VAu4qidMzSdMLl7IBvPs3VeqTlMi?usp=sharing I would really appreciate help, because I have set a deadline for my own and I want to reach it!
  10. Hello, I'm brand new to Houdini and have been working on a "shockwave" effect and I have just looked in the Render View and there was only black screen. Then I tried to actually render it but it would still only show a black screen. I've attached some images below to show the issues that I'm having. This is my Network inside of a Geometry. This is how it looks inside Scene View. This is how it looks in the Render / Render View. Here's the project file. Please help me out if you can learning shockwave.hip Thank you.
  11. Sparse pyro distributed simulation

    Hi, I was wondering if there is a way to distributed sparse pyro simulation. You can easily distribute with legacy pyro by distributing the container by slicing. I mean yeah... there is a predefined container that gets sliced in legacy but sparse create bounds on demand that is why it can't distribute in sparse since there is no predefined container(bounds). But has someone cracked this...? Simulation sparse on multiple machines
  12. Object set fire another object

    Hi, i want to learn how to set fire a object using another burning objects. I have two balls: A (fire ON) and B ( fire off) -I know how to set fire B whit burning A, while B stay static. -Now i want to set fire B, crossing burning A (static). Works but takes too long. What would be the process to get out of A already on fire? Thanks set fire.hip
  13. Building Explosion

    had to finish building explosion in just few days. this is my first try with pyro, had been learning Houdini for 1 and a half year. mostly working on smokes, particles, and cloth. this is my first preview to them 2 days ago. Explosion.mp4 I felt good about that explosion, want to try higher resolution simulation with more trails coming out of it. New_HD.mp4 here's how it looks now. lol what a dumbass. shouldnt have did that. realized that the trails are moving out too fast, too much, and too big. it all in 1 simulation. so I'll try a new simulation, hopefully this one is better. I'll seperate the simulation, explosion only. and the other one is the trails simulated seperately, gotta slow the trails, and reduce the ammount. wish me luck!
  14. Hi, Anyone know how to create this effects with the new pyro solver (geometry node)? On the static Object you had to click on "invert sign" but I can't find that on the new solver I just started Houdini sorry if my question may seem stupid Thanks all
  15. Tank Gun Fire Dissipation Issue

    I want to achieve this kind of but my smoke is not dissipating quickly. and im getting stretchy smoke. i reduce the velocity to 0.1 still im getting that line shape smoke. sorry for bad english. i cant upload Hip file because of restriction. any suggestion should be helpful
  16. Wind Tunnel / Vector Field Masking

    Hi, I love the "wind tunnel direction" feature in the sparse solver, and I would like to find a way to mask it's effect. I know this is just a vector field node with "External Direction" set to a given value, but I don't know how to apply a mask to it (say I'm simulating a chimney with smoke rising out from the top. I wouldn't want the wind inside my chimney). I can do this inside the gas wind node or with any other force node. The problem is: none of them look nearly as good as the "External Direction" option in the vector field node! (with gas wind being the worst). I've tried using the "Sop Vector Field" node, and plugging in a sop field with the same value to what an "External Direction" value might be. It kinda works, but not quite. The result is not the same, and I noticed that the velocity field is getting incorrectly updated. (it flashes in and out of active areas when "activated") - also it's slower I hope there is a Gas DOP expert who can help me. Basically what I want, is a wind that looks as natural as the "Wind Tunnel / External Direction" but with the ability for applying masking (and other stuff if possible). Thank you so much, if you actually read this. Thank you even more, if you can help Best Regards, Asger Mortensen.
  17. Goblet of Fire FX

    Hi, I'm trying to do a similar effect to that of the fire, in Harry Potter and the Goblet of Fire. I have a few questions. I've been playing about with the pyro solver and different sources, but you can always seem to see the shape of the source in the fire (see images). Whereas in the movie you cannot really see the edge of the source: Furthermore there is a point where the fire swirls in on itself and then spurts up. I was just looking for some ideas on how to this - I can make the fire increase in height but it doesn't quiet look as "magical" without the bit before it. For reference it is at 0:42 on this video - Any help or guidance at all would be a massive help. I am a student trying pyro for the first time, so I'm just trial and erroring everything so some direction to go off in would be incredibly helpful - even if its the smallest thing ever. Thank you in advance.
  18. Houdini Nuke Globe

    Here's an art piece I did. It's a nuke in a globe. Hope you enjoy Here's the link:
  19. 3D Generalists and Houdini Destruction Specialists

    Hi guys, Come and join us for our new project! We'd love to get in touch with you, especially if you're a well rounded and seasoned 3D Generalist or Houdini destruction ninja with the skills outlined in the flyer below! Vancouver/B.C. area locals only please! You can check out our latest reel here: Cheers, Manu
  20. Pyro render issue mantra

    Hello everyone, i'm having an issue with rendering my pyro sim in houdini 18 in mantra, the sim is visible in the viewport but not able to render in mantra render view and idk why. I'm attaching my file plz help me out where i went wrong. thank you. campfire5.hip
  21. Pyro render issue mantra

    Hello everyone, i'm having an issue with rendering my pyro sim in houdini 18 in mantra, the sim is visible in the viewport but not able to render in mantra render view and idk why. I'm attaching my file plz help me out where i went wrong. thank you. campfire5.hip
  22. Pyro and RBD interaction

    Hello, this may be very simple question, but I have struggled to find anything about the topic on my own. I am wondering how would you get pyro interact mutually with RBD packed simulation. Or what is the workflow for let's say explosion from the side of the building, when I want the explosion to be the force by which the building is being broken. I'd be super glad for any pointers or help. Thanks, Clear
  23. Pyro sim with moving emitter

    Hi all, I'm kinda new to houdini and i'm doing an animated pyro flame sim and when my emitter moves the fire doesn't follow the emitter, it looks like the emitter keeps working but the smoke and fire can't generate, i've attached photos so you can take a look, if you know how I can get this working i'll really appreciate a response. By the way my emitter is a torus, that's why the shape in suspension is a circle. Thanks!
  24. Volumesampleindex returning 0

    Hi, I'm currently trying to implement a smoke volume that wraps around the X-axis. Essentially taking the values of the final voxels on the +X axis and applying them to -X. The VEX below should be doing what I want, but its returning zero every time. Am I missing something? I've tried deriving the voxel coordinate procedurally, as well as manually specifying a good known coordinate, and every time I get an empty result. Its driving me mad! float scratchpad = chf('scratchpad'); int far_voxel = floor(ch('../smokeobject1/sizex') / ch('../smokeobject1/divsize')); vector sample_pos = volumeindextopos(0, "density", set(far_voxel, @iy, @iz)); if(@ix == 0){ //f@density = 1.0; //f@density = volumeindex(0, "density", set(far_voxel, i@iy, i@iz)); //v@vel = volumeindex(0, "vel", set(far_voxel, i@iy, i@iz)); f@density = volumesample(0, "density", sample_pos); v@vel = volumesamplev(0, "vel", sample_pos); } The commented out lines are different methods I've tried with no success. So far I've tried using volumeindex to read the voxel values directly, and volumesample using a position derived from volumeindextopos. No dice Any ideas folks? (the attached image shows the current behavior using the wrangle VEX above. What should be happening is the density and velocity values on +X boundary should be being copied into the -X boundary voxels)
  25. Spars solver rest position?

    Hi, I'm trying to export rest attribute from pyro(Sparse) sim, but it looks like Sparse solver doesn't have rest/dual rest anymore. Have anyone tried it? How can I get rest position if I'm using sparse solver? Thanks!
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