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Found 365 results

  1. Hello Everyone, I have just create tutorial of making tornado with VEX using quaternion to control velocity field in Houdini 17. Check in here: https://www.cgcircuit.com/tutorial/tornado-with-vex Best Regards, Nhan Vo
  2. Horse Mane and Tail on Fire

    Hi Guys , I am a newbie to Houdini and I have a small scene with a horse run , I would like to have my horse's mane and tail be on fire, i don't need a big smoke trail tho. was wondering what is the best approach to create this effect and any reference tutorials or hipfiles that I can look at to get an idea for this . any advice is helpful. thanks
  3. Hello folks! I'm currently playing with pyro with volume displacement (Arnold), i have to convert my volume into vdb so that it can rendered with Arnold, i plug the convert VDB after my volume cache, rest and rest2 field turns zero. I wonder what causing that. I'm working with Houdini 16.5. Convert VDB sop remains default value and parameter. Before convertVDB: After convertVDB Hope for an anwser! Thanks! Also if there is a way to combine each scaler field into single vector field? thanks again
  4. Hello Everyone, I have just create a ground breaking interaction effect on Houdini 17. In this tutorial we cover how to use H17 to creat ground breakking interaction with character. We will learn how to isolate inside group to create random debris, smoke and control the displacement on rendering of breaking parts. Please, Feel free to Check in here: https://www.cgcircuit.com/tutorial/ground-breaking-interaction Regards, Nhan Vo
  5. Crowd with flares

    Hi, i have single smoke flare sim, and i need somehow attach it to crowd agents, to be able randomly time shift smoke with agents. Any ideas will be appreciated, thanks!
  6. Smoke follow (fast) animated curve

    Hey Everyone, i'm hoping someone could help me with this problem. In a nutshell, i need to move smoke down an animated path, so that it sticks really tightly to the paths animation, but with all the dynamism a smoke sim brings to the table, i.e. nice peeling away around all the edges etc - I have a fairly fast moving alembic curve - cached out with 10 substeps. (may not be needed but there if i do) - I am using pops with curve force to fire particles down the path, so they follow the curve closely. - Then im using the particles to source density, and also adding their velocity into the sim so that it makes the smoke move along the curve. - Im using a high dissipation value so that i can tighten up the expansion so you can really get a sense of where the curve is / maintain the shape. My issues lie generally in 2 places: 1. Where the animated curve is moving the most - the smoke / velocities struggle to catch up and i end up with a hard edge. 2. Where the curve is tangentially facing inwards in relation to the curve, the velocities 'add' the other way, also creating a hard edge. To try and illustrate what im after - if i could animate a regular smoke sim down a straight path and then warp it into an animated spline shape / spline wrap effect, this would be the best way to achieve it, but im really not sure if is possible - hence this approach. I have already tried upping substeps - but it didnt make any difference. My gut feeling is that the problem lies within how i am sourcing the velocity. I will point out that i am very much in my houdini infancy, so my ability to problem solve isn't great (yet!) Has anyone worked on a similar effect before, or does anyone have any tips/tricks/tuts on how to achieve what im after? Any/All help very much appreciated! Cheers, C SmokeAlongCurve.mp4
  7. Uprez Pyro with multiple container

    Hello everyone. i have been trying to upresz my multiple pyro containers. how is it possible. not using clustering though. any suggestion and link would work. Thanks
  8. Hey guys, I'm making a smoke a sim of a person blowing out smoke (vape smoke) and when the smoke starts to dissipate and get's close to fully disappearing the resize fluid dynamic container just shrinks and clips that area entirely. Looks very jarring and obvious fake. I don't know why this is happening. It still happens when I increase my substeps to 3 so I don't think that's the issue. When it's at substeps 1 - the clipping still occurs but more smoothly (if that matters). I've attached my scene file and a flipbook of the crime. I'd really appreciate any help with this! Smoke_03_ForReddit.hip Pyro Clipping_For Reddit 2.mp4
  9. Pyro showing fuel in render?

    Hey, So i im having this small issue where I think the fuel? is showing in the render and it is ruining my pyro sim to look like a clean flame. I have density turned off, so there is no smoke and temp and heat are the only attributes being used in the material node. I'm assuming fuel is the source of the issue and it is being rendered through heat. Any ideas on how I can remove that small cloudy emission on top of the flame (in the picture below), in the video you can see it in the middle of the flame, you can see it on the 2nd and 3rd one but it doesn't seem to appear on the the black body one (1st one) It seems to only happen when I use the ramp to colour the flame
  10. Hey guys, Im rendering a pyro sim around 1-3 mil voxels, im using an environment light and a volume light emitting from the pyroshader. Rendering using PBR with pixel samples 3x3, volume limit 1, noise level, 0.1, volume quality 0.1, volume shadow quality 0.5 and stochastic 8 im not even using motion blur, but one frame is almost taking 1.5 hours. Any ideas how to increase the performance, am i doing some nonos that i missed? the smoke is fairly transparent and the light from the fire is strong.
  11. Hello everyone! I am new to houdini and I am currently working on PyroFX I'm trying to apply the color of my pyro to my geometry, from the informations contained in the Heat or the temperature. The information is in the voxels, so I can not transfer it to a shader or apply it to my geometry. I do not know if the sample volume would be a track for you. I'll give you a scene, if you could enlighten me on it. A big thank-you! color_attribute_tranfert.hip
  12. Hey, i am currently working on some fairly close up, hires smoke/density simulations (4k/8k) and am struggling a little with definition / voxel count. I am fairly inexperienced when it comes to this type of resolution, and am wondering what is to be expected in terms of voxel count. atm my volumes look a little blurry, but upping the voxels isnt making a huge difference in terms of resolution. Should i be expecting to be working with huge numbers of voxels when the resolution increases, especially when i have to go up to 8k? Or shouldn't any of this matter and my sim just looks rubbish im currently hitting 42m voxels on a div size of 0.009 (my sim scale is smallish), with a smoke object box size of 17,2,1 Any info/advice/past life experiences on this subject much appreciated! Cheers, B *Its worth noting i am rendering these with redshift, and dont have access to volume sampling / restdata etc... i wish mantra was faster for these tight turnaround jobs
  13. pyro vortex going out of bounds

    Hey! I'm looking into a way of keeping my volume inside the vortex boundaries, at the moment when it spins it goes out, any idea? I was thinking about a torus shape volume around it with custom velocities to push it inside when it goes out, but maybe there are better solutions! cheers!
  14. I am having a really tough time matching the reference of cannon firing from an old pirate ship. I am not able to get the smoke quality and shape or the wind that picks it up. My sim always ends up looking too powdery or thick. If I lower dissipation then the fire or explosive part remains too long. I would be grateful for a working scene file or a setup. Here is the reference:
  15. "standard" pyro and deforming mesh

    Hey there, I have some panicked people to set on fire. Most of the methods I've seen so far ( and used myself ) were 'hacks', meaning direct temperature field manipulation and/or advection of a custom field. HOWEVER I decided to give the standard combustion model AKA Pyrosolver a try in the hopes I would get more natural and physically correct burning. And well I'm running into quite a lot of issues, one of the most annoying being that the fuel field doesn't 'stick' to the animated / deforming mesh, resulting in the fuel staying up in the air like a trail until it's all burned out. Likewise, temperature and burn do not seem to follow, resulting in flames not sticking to the deforming mesh either, lagging behind since the leftover fuel ignites with a delay. In short, it's a mess, and it's also super slow. So basically I guess my question would be : is the Houdini Pyro combustion model a good fit for burning the hell out of screaming, kicking, little CG people, or is it just too complicated and slow and "locked" ? I've been getting correct results on props and set elements but it looks like a struggle for animated meshes. That's maybe why so many people would rather manipulate temperature ? And if pyro is actually very capable in this situation, how can I make sure the fire correctly sticks to the mesh ? Add a few advection nodes ? Summon an old god ? Summon an old goat ?
  16. Pyro source Wedges TOP

    Hello all, TOPs are amazing and definitely boost the amount if iterations I can create overnight. Hope you will help me to fill some blanks. I would like to Wedge pyro source with different noises and amounts of Fuel and temperature (9 different `@wedgeindex` 1-50 frame range) and feed those sources into the wedged pyro sim. Please see the basic setup example is in the attachment. PyroTopTEST005forOF.hiplc
  17. How do pyro collisions work?

    Hello, Could anyone explain exactly how pyro collisions work? In some cases, it doesn't seem like collisions with the smoke solver are "real" when using moving colliders. It seems like 2 things happen when using an animated static object: 1. Takes the velocity from the collider and advects the smoke with it 2. Delete any density that goes inside collision object (can be disabled) Look at my gif. If I disable velocity from the collision nothings happens. The density just gets deleted. In the example I turned off correct collisions for better visualization. If the collisions were "real", I would expect the density to move when the collider moves, then stop once the collider stops since no velocity from the collider is being applied. Any ideas? smoke_collision_test.hip
  18. Hey guys I have a destruction simulation here and I want the smoke to collide with the debris, so i turned by pieces into vdb (as you can see in the first picture) and put it into fluid sim but it looks weird (as you can see in the second picture), half of the pieces are missing. This never happened in houdini 16.5 but from the 17 version i am having this issue, is there anything new that i am missing? I have also scaled the density to -1 because i am using vdb.
  19. Underwater Bubble Sim

    Hey guys, so basically I'm trying to replicate an object dropping into a tank of water splash but with the bubbles/water only. The way I'm currently doing it is by emitting particles based on emission attributes defined on the surface based on it's velocity and using vdb from particles to mesh the liquid and so far it's alright. However, the client wanted a more art directable look towards the pop sim whereby more lengthy/streaky bubbles instead of huge splash etc and it got me thinking how can I achieve this? I'm on H16 and there's no pop fluid where I can easy increase the surface tension and viscosity to save my shot. Is there any pointers on hacking this shot without doing Flip? I'll upload my WIP, files and other references from client tomorrow. Thanks
  20. Fire on the ceiling

    Hi everyone, I'm currently trying to create an effect of fire burning under a ceiling, looking something like this: http://footage.framepool.com/en/shot/774901137-explosive-flame-fire-disaster-ceiling-fire-blaze As far as I understand the phenomenon there is a layer of gas floating between the air below and the ceiling above. It gets ignited and starts burning at the interface between air and gas. The flames rising up create this kind of nodule structure by constricting the gas into little pockets. This is the theory but I'm completely stumped on how to create the actual effect. I've tried creating little pockets of fuel but the pyro sim simply burns into them, disregarding the fact that there should be no air that makes combustion possible. Does anyone have some experience with this kind of simulation or at least an idea how to tackle it? Any help is appreciated. Thanks in advance Paul
  21. Running solver on multiple objects

    Hello, I want to create a fire from multiple moving objects. I tried to merge them and create a Pryo source then plug this into Pryo Solver but this was a bad solution as the bounding box is getting very large. I tried to run foreach loop on each moving object and then create a pyro source and then plug the result into Pyro Solver but the Bounding box is now tracking the first object but not all the other. If anyone have good solution for this problem please share it with me, also .hip files are very welcome if you don't need to write a long solution i can just dig inside Thanks.
  22. Hey all, I'm trying to get a better grasp of best practices for managing substeps between two separate DOPnets. I have a DOPnet that takes in moving geo and outputs particles, which I rasterize to a volume, then source into another DOPnet as fuel, temp, etc. for a pyro simulation. What I'm wondering about specifically is how to keep these two DOPnets in sync. i.e. I want to make sure only newly generated fuel is sourced into the pyro sim, not fuel that's already "burned". My concern is that if the POPnet creates particles with life longer than a substep on my pyro sim, they will be copied into the pyro multiple times. It seems like it would be best if the particles and Pyro were created in the same DOPnet? I don't know enough about how any of this works though.
  23. Hey everyone, I'm looking for a little help on a pyro sim I'm doing. I've got a fuel and temperature source that move along a path, emitting flame. The goal is to make a look like the flame is propelling an object forward, like a jet engine. I'm able to achieve most of this easily enough, but my sim has a lot of wasted space because the sim container doesn't rotate with the movement of the source. This really slows everything down and it's driving me crazy. I've tried a few things that used to work in H16 (the "point position" node specifically), but H17 sources volumes differently and won't play nice (the sim will rotate the already rotated source volumes again). Most of this I learned here https://gumroad.com/l/TqUNR, which no longer works properly with H17's volume sourcing. Anyway, if anyone could help out with this it'd be great. inverse_transforms_6.hip
  24. (Solved) Hello, I have a lowres pyro container and for closup shot i want to upres only small part of it and save overall movements. How can I achieve it? Preview scene build from shelf. Thank you. upres_part.hip Solution: Ah, nevermind. Just add volumeresize and crop lowres volume to my area and same for object smoke.
  25. Hi, How can I use the rest fields from pyro in Octane? I would like to add noise/detail in the shader of the smoke. I can't seem to see any noise available in the medium volume shader in Octane. I see that you can use the Pyro shader/ Pyro noise inside a Volume VOP but I have no idea how to wire this up. Any advice would be much appreciated. R
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