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Found 283 results

  1. Smoke interaction

    I would like to make 2 smoke sources to interact with each other. How can I set up my scene to make it happen? smoke.hipnc
  2. Introduction to FX using Houdini - workshop

    Hey what's up guys, Only 1 week left to sign up for my fast-track Houdini workshop "Introduction to FX using Houdini". Limited student capacity! Over the course of 9 weeks and 33+ hours of tutorial content students learn how to do procedural modeling, particle-, RBD-, pyro-, FLIP- and whitewater simulations. On top of that we're going to talk about lighting, shading, rendering and we're going to dive deep into VEX scripting. I would love to answer any questions that you might have!!! Cheers, Manu Find the complete course syllabus here: https://www.cgmasteracademy.com/courses/16-intro-to-fx-using-houdini Also for more detailed information on the workshop, check out an interview that was done on 80.lv recently: https://80.lv/articles/making-first-steps-in-vfx-with-procedural-tools/ Here's a quick teaser:
  3. Pyro on Cloth (or RBD)

    Hey folks! I have falling money and I need to burn them. I'd like to use pyro on my cloth, but it doesn't seem to work. The fuel volume goes with the falling money pieces, but the pyro doesn't work. I tried also on rigid bodies, and unfortunately, the flames were not following the RBD. Is there any prerequisite or condition that I should be aware? Cheers Szabolcs
  4. Hi everyone, I am trying to set the values to a collision field in a gas wrangle. I am using the gas build collision mask node to create the necessary fields and then I am trying to set values with a gas wrangle. Is it even possible to do it this way? I have a example scene that shows how I set it up now, that doesn't work. My purpose for this that I want to be able to simulate a 2d smoke simulation and collide to an object on a different height for every voxel. I will eventually want a separate height field that will accumulate the density and this heightfield will be the Y position for the voxel to check the collision. I am quite new to smoke/pyro simulations, so this scene probably doesn't make any sense gas_collsion.hipnc
  5. Hi there, I'm trying to tear cloth using pyro. Basically, I have a sphere with cloth simulation, and inside this shere I want to make a smoke explosion that will tear the sphere. I tryed using "cloth solver" and "pop grain", but have an issu with both technics as I'm still beginning. 1) Issue using Pop grain: It look good in the popnet but I don't know how to tear the fabric when I but the mesh back. 2) Issue using cloth solver : I don't know how to use the pyro simulation has collider. I tryed VDB or mesh, but I'm missing something. smoke_tearing_cloth_01.hiplc Anyone has an idea ? It would be great to know both technics. Thanks, Charles
  6. Smoke Suction & Expansion Velocity

    I've almost gotten the effect I want but I'm stumped on how to take it that last 25% of the way. I've created a torus that scales up, emits smoke, then scales back down...I'm attempting to create a suction effect so as the torus scales down the smoke gets sucked into the center. After reading some other forum posts about reverse expansion I tried setting that up and it's kind of working....however the suction doesn't seem to be following the velocity caused by the scaling of the torus. I tried doing some sort of setup within a volume vop but I'm hitting a wall on how to get that velocity to be taken into consideration by my expansion. Thanks for taking a look! smoke_suction.hip
  7. I'm accustomed to adding additional detail to smoke using the Pyro Shader by creating dual rest attributes and using those to generate Noise with the shader. It seems though when I adjust the Scale Time on the DOP Network node, something becomes off. In my attached video, you can see that the Noise of the Pyro Shader is causing a popping every 30 frames. I'm not sure how to resolve this issue and any tips would be much appreciated. Thank you. smokeTest_001.mov SOLVED: simply use the pyro solver's time scale instead of the DOP's
  8. CloudFX to Pyro

    Hi i created an animated cloud with cloudfx and cloudnoise node. At a specific frame i want to switch to a pyro sim and use the exact same volume as a starting point/and source - to initiate an evolving cloud. (I applied on both the cloud material) Is it possible to append to the cloud the same resolution as the pyro sim and to have no glitches when playing the change from pure cloud sim to pyro sim. What do i have to consider - or what would be the workflow? Thank you for ur help testhip.hiplc
  9. gas advect

    Hey, guys, I have a question about gas advect field. I know sometimes we inject a custom field into the sim, we should advect it for letting the custom filed move with the sim (vel filed). For instance, we generate the color field in sop, and we inject it into dop, we need to advect it in order to make it move with the sim. But sometimes we actually don't want to advect some fields. For instance, we calculate the gradient of density field, we actually don't want to advect it. I kind of know when I should use gas advect when I shouldn't. But I really don't have a super clear understanding about it. Can anyone give me an clear explanation or give me a link or paper that I can study by myself. I also have some question about gas project nondivergent. I know it is used to keep each voxel divergence free, which means it push the extra data to adjacent voxel based on the vel direction. But, still I don't have a celar understanding about it, and I don't when should I use it, when I shouldn't. Thank you very much! Best
  10. Hello! I'm currently working on a shot where a rocket takes off. I've gotten the setup working quite well for the start and the look of the spreading of the fluid, I now need the rocket to take off further. This introduced the problem that my container becomes gigantic as the bottom of the container spreads horizontally but the trail is just narrow. That's why I dug into instancing over the last few days and got quite good results. The issue I am failing at is transferring values between my clusters. I take the smoke object from the current iteration and add 1 and subtract 1 to get the adjacent smoke objects and merge them. I took the setup from the incredibly generous Florian Bard (http://flooz-vfx.com/ It's the rabbit_trail.hip file where he does that) but when trying to apply that to my particular case I couldn't get it to work. I tried various ways of importing the other smoke objects but apparently it's not fetching them. This is an image of my latest Version (v67) showing the cut. Attached are also some dailies demonstrating the issue. It seemed to be fine before I introduced dissipation in my sim but v67 (pyro_daily_v67_[1001-1105].mp4) now has this very apparent cut where the smokeobjects meet. (The look I'm going for is v38 (pyro_daily_v38_[0980-1160].mp4) - that was before the sim needed to be bigger and thus worked in Instancing.) That's the basic gist of what I do with the clusters. Import current, merge with next, merge with previous, then smooth out based on voxel proximity to border. Here is the HIP as well if taking a peek could help. GoFullApolloDreizehn_In_v243o.hip [Also for some reason my smoke object clusters start at 2. In my scene I have only two, and they are named smokeobject1_2 and _3 which I can't quite understand.] Thank you in advance, Martin
  11. pyro destruction

    it's a personal project from my showreel (it's just one piece of it ) and for this shoot i want to find a way to make a destruction based explosion and this is the result https://vimeo.com/273190870
  12. Hi, Whenever I run a pyro cache, that is, I import the pyro fields and attach a fileCache node and write out the cache. The simulation eats up all my RAM as soon as the caching starts and then almost freezes my system. I always check off the cache sim option in DOP node that disables saving cache in RAM, but even then my RAM quickly gets filled up. I have created a basic pyro explosion not very large scale and I have 32 GB RAM. Is there any way to control or limit how much RAM Houdini uses for simulation? Like say, use 28 GB RAM and no more or flush previous cache from RAM automatically. Thanks
  13. Hello! I want to present you my latest project! Did a test of cold smoke, the video below. Hip_file is available for download HIP_FILE https://gumroad.com/l/iOkAd
  14. Viewport visual of smoke looks too low detail

    I've had this issue a few times and I'm pretty sure it's me now doing something wrong. I built a simple smoke solver from particles of feet hitting a grid. When I bring those particles into the smoke solver the smoke that it will generate will be really low quality, as you can see, nomatter how much I divide it down. Would the reason be a shading issue or a density issue? Thanks for the help! WalkingDust_001.hipnc
  15. smoke separation

    hello i have give different material to two smoke emitters but if I create two smoke objects , smoke object 1 dose not effects each smoke object 2 how can create effect between two smoke objects thx separation smoke.hip
  16. Swirl Pyro Equivalent

    Hey, I have been struggling to get a nice swirling motion in slower moving pyro smoke simulations. In Maya fluids I had an option called swirl witch worked beautifully. I found an old post addressing this issue, but it seems to have died before arriving at a good solution: http://forums.odforce.net/topic/23132-smoke-swirl-vorticity-with-smoke-solver/ Here is a simulation I did in Maya using the swirl attribute. https://youtu.be/Ifd6FJ2oHIc In houdini I have been using disturbance but I don't seem to get the results I want. Disturbance doesn't really seem to add swirl but more turbulent detail. For example, look at this sim I found on vimeo. You can see the disturbance start overpower the simulation towards the end, it doesn't really add a swirling motion. https://vimeo.com/220668349 What is a good Idea to get nice swirls? Thanks
  17. Collision object in Pyro sim

    Hi everyone, I am working on a smoke simulation and i have imported my collision object with source volume into my Pyro sim. No matter how much I increase the smoke divisions as well as reducing the voxel size on colliding geometry I still get jagged edges when smoke interacts with it. I have attached a screen capture here to make it more clear. Is there any way to smooth the jagged edges or am I missing something in the process? Any tips would be greatly appreciated!
  18. Hi, I have been working to create a pyro simulation with multiple colors. I did this by giving my particles different colors then in my fluid source node use the attribute Cd in velocity volumes. I use that as a vector field in dops. This method works, but if I want to change the color I have to re-sim the whole thing. Is there anyway to modify the Cd attribute colors after the simulation? I just seems like there must be an easier/better way to get multiple colors in a pyro simulation. It seems like I should be able to set to colors like red and blue and simulate that. Then at render I can modify the Cd colors to what I need. Or is re simulation something that just needs to be done? It just doesn't seem art direct-able if I have to re sim every time I need to fix the colors. thanks in advance. explosion.hiplc
  19. HOUDINI FX- RENASCENCE PROGRAM PROMO VIDEO: Welcome, soldier! Are you ready to demolish buildings, flood cities or maybe, making a stadium sprout from the underground? These are just some of the things that you will be able to learn in Houdini FX Renascence Program. At Houdini FX Renascence Program, we train you to face any FX project successfully. We have tried our best to offer you the best material. This course has been meticulously structured to take your FX skills to the next level so that you will be able to find a job in a top VFX studio in the future or maybe, become a successful FX freelancer. Our commitment, as an online school, is to offer the best learning experience in the market. Therefore, all our content is available in English and Spanish. HOW IT WORKS This course will be delivered via video only. We will work on weekly projects, so will have to meet the assigned challenges. Keep in mind that these assignments will make up interesting material for your «Demo Reel». Likewise, we will give you access to the Facebook support group, where you can interact with your instructor and classmates. The course is divided into 4 modules: MODULE I The Awakening (8 weeks) We will start by explaining how to take your first steps in the software. The content is highly optimized to get you familiar with Houdini in a dynamic and productive way. We won’t talk about every menu or button; all this information will be explained on-the-go, along with the training. Our priority is to make you feel comfortable from the start. You will find out about the main nodes in Houdini, you will learn to move around the interface and we will teach you how to control points and particles (points, pops and grains). At the end of this module, you will be able to create simulations of rain, sand, snow, perspiration, sparks, ashes, confetti, fireworks, bubbles, and much more. This is not a lighting and rendering course, but we will teach you everything you need to submit your project with a perfect final look. MODULE II Fire Inception (8 weeks) Explosions, fire, smoke, clouds … everything you have been waiting for! This module is full of action. We will focus on learning to emit and control volumes, using of one of the most powerful solvers in Houdini, i.e., “Pyrosolver”. You will learn different methods to accelerate your simulations, always working as quickly and efficiently as possible. We will teach you how to create shaders that will make your simulation look realistic. Recycle! Every setup created during these 8 weeks, can be reused to create new scenes. MODULE III Rise of the Fallen (8 weeks) You will become a weapon of mass destruction! You will learn to perform different types of fractures and we will provide you with all the tools to control and choreograph your simulations. In this third module, you will put together everything you have learned so far to create complex scenes using particles and volume. Breaking objects, demolishing buildings or splitting a land into two lots, are just some of the challenges you will face here! MODULE IV Deep Dive (8 weeks) We will have to put out the fire after the chaos… This is the final module of the course, and here you will learn to work with FLIP, which is the Houdini’s solver to create liquids. You will recreate infinite oceans and simulate water. You will learn how to create foam, bubble and spray passes. Finally, we will teach you how to deal with the different viscosities to get simulations of blood, chocolate, honey, yogurt, caramel, etc. APPLY TO THE RENASCENCE PROGRAM NOW AND GET 25% OFF!* 399$ 299$ http://houdini.training/
  20. Hello, I am currently doing some RnD on a rocket engine. For this to work properly, I need a way for my emitter geo to shoot flames with initial velocity in the normal direction of the emitter. I made a gif to show the problem. Red is the emitter, the arrow represents the direction of the initial velocity. Right now, my simulation only shoots flames with an initial velocity in one specified direction. I used the "add initial velocity" in the create volume source node of the emitter. But I don't really know how to animate that. Appreciate any help, thanks!
  21. Pyro Smoke querries

    Hey, I am new to Houdini, and I am facing some problems with creating smoke. I have a scene where in there is a lot of smoke inside of the building which is the aftermath of a huge fire that burnt down the place. I need to show lingering smoke which is just floating around the area. Not much internal motion and nice and big shapes. Can anyone please guide me on how to go about this effect ? I have used 'dry ice' from the Pyro shelf and have gotten some interesting results. I am not liking the look I need (which is wispy) and softer edges with less internal motion. Thanks many !
  22. Pyro FX color issue

    Hi, I want to have color to my Pyro smoke but i tried many ways and the smoke color is coming to black can anyone help me with this? ABC_export.abc PyroFX_V014.hipnc
  23. How to Make a long smoke in Houdini

    Hey guys ,I spent lot of time to make a long and silim smoke in Houdini with Pyro, but I can't get the same effect like this. Any one knows how to make this kind of smoke in Houdini? the original video is here:
  24. Hi first, I'm beginner of Houdini and I'm just challenging to control pyro without shelf tool (I mean, pile nodes up from bottom) But, Even I use shelf tool, It is still hard to deal with flame height, amount of smoke and etc .. First of all, I wanna make fire of match and that flame height makes me to be confused .... I controlled options at combustion and simulation tab at Pyro solver but I can't understand it yet ;;; How could I deal with this ?? Sorry for my poor English and thank you for read ! Have a good day
  25. Slow motion explosion

    Hi everyone, I`m currently working on my 2nd year university project. I have 3 buildings exploding together somehow i managed to get that bit in slow motion by using timewarp right after the dop network. (Don`t think if that was the right way anyways). However the same method is not working with pyro explosion sim. I have the sim ready but i need to make it 4 times slower than it is. I`ve been struggling for a while so really appreciate some suggestions. Thanks.
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