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Found 271 results

  1. Tips for swirly smoke over battlefield

    Hello. I'm having a bit of a trouble. I would appreciate any tips on creating slowly swirling / rolling - wind blown (wind is quite strong, so smoke should move sideways quite a lot - staying in the same level - not rising, not falling) smoke cloud over the battlefield ? Imagine smoke left after explosions continues moving across field as the wind blows. For now I just tried having a velocity field with some curl noise and different wind strength based on height from ground. I also add a lot of initial temperature/density/velocity variations and in beginning it looks nice, but after like 100 frames, smoke looses most detail, smoothens out and does not swirl anymore. It would be nice for it to somewhat keep initial billowy shapes and maybe not spread out so much. Is this something achievable with Pyro or should I approach this differently? Just hoped for some tips.
  2. Hey folks I have set up a particle simulation where I have then attached a pyro sim to it (through the rasterize attributes volumes node)... Also I have imported a few objects where the smoke sim should interact with... Everything is fine, until one point: When I am wanting that the pyro sim should collide with the object (seen on the screenshot), then the smoke is just going through the "wall of dirt" (its just a wall with some grass and dirt... ) I just need the collisions so that I can then export the smoke simulation as a vdb sequence... What I have tried so far: - I have give it more thickness with poly extrude node (also added the collision guide thing to look if everything is fine) - also I have increased the substeps on the smoke sim - I have add a object merge node in the pyroFX node (as seen in the screenshot) - just ignore this one node where I have add the red line... But everything I've tried so far, I got no luck to fix it..
  3. I have a dataset that contains animated volumetric smoke density. The dataset is stored as NPZ files (numpy array save file). How can I load the density of a saved smoke simulation as an animated volume to render it ? For context about the float data in the volumes. This is what simulation number 70 snapshot 150 looks like in matplotlib with a viridis color map, but the data in each voxel are simple float64 values. The other snapshops and simulations look similar. This is how you load a single npz file, if you want to try it with the dataset. It just generates a generic numpy float array. So you could just make a tiny numpy array filled with random data yourself for the purpose of testing like this np.random.rand(3,3,3). import numpy as np def npz_to_nparray(filepath): """ loads npz file from location :param filepath: string to file location :return: numpy array """ data = np.load(filepath) data = data[data.files[0]] # normal strange operations to get the the actual array inside data = np.transpose(data, (3, 1, 0, 2)) # turning the inner array layer outside and rightside up return data[0] I have tried: -I can load the npz files in python and in Houdini's python shell as a numpy array. I dont know how to put the data into a Houdini volume or which file format Houdini needs to import it. -I tried to translate the npz files to vdb with the pyopenvdb libary for python. But after multiple days of trying I am unable to import pyopenvdb. I build pyopenvdb library on windows with vcpkg and cmake, but I cannot import the build package. I setup an ubuntu VM and tried importing pyopenvdb there, but I can not import it. tl;dr: How to import animated smoke voxel data that is currently stored as a 4D python array?
  4. Hey Odforce, I´m a complete noob and I was just dialing some parameters with the standard billowy Smoke Setup. But the problem i encouter is, when i decrease the uniform scale of the base sphere(smoke source) from 0.1 to 0.01 and then of course increase the voxel size and particle seperation to counter act it, the simulation becomes really slow an looks less detailed than the standard billowy smoke setup. I´ve played for hours now to dial the right parameters but the end result is always that it looks worse and the simulation is much slower. My assumption is that the scene isn´t set up for such a small smoke source and i somehow have to shirnk down the overall voxel grid maybe? Help would be really appreciated
  5. Smoke simulation driven by particles

    Hey folks, I am messing around with a particle simulation. Now I want to hook up a pyro simulation which will be driven by the particle sim. This is my smoke sim setup from the particles: (it would be awesome if someone knows, how I could set it up so that there will be the typical smoke mushrooms visible during a rocket lift-off). Because I can't figure it out how to make the smoke going outwards and not just sticking to the particle simulation.. I have tried to increasing the turbulence and disturbance in my pyro solver to break up the thing that the smoke is sticking to my particle sim... but this hasn't worked out yet. Help would be much appreciated Thanks!
  6. Smoke As Points?

    Is there a way to visualize billowy smoke as a volume of points? I'm working with a simulation where I'm passing objects through a volume to see how they create air currents. I've been able to BS it up to this point using a pop network and applying a pop curveforce following the path of the objects, but it clearly isn't the objects interacting with the volume and the movement is very uniform. In the picture I attached, you can see the curve force pushing the points, but obviously it isn't the object generating any change in the volume. I've got a simple billowy smoke volume set up in another file with an object that successfully collides with the smoke and pushes it around. So basically I'm trying to visualize the billowy smoke but as a volume of points like what I already have. I'm sure its a relatively simple operation but I've googled "visualize smoke as points" in every way I can imagine and haven't found it. Thanks so much
  7. Fuzzy/Fluffy smoke from pyro sim

    im trying to make a shot of a shell being shot from a tank and the smoke is looking very fuzzy and not at all even close to realistic ive tried using a brute force tactic of just changing settings one by one trying to make it look better but i havent been able to, im a newbie to houdini self taught so any and all feedback or tips are welcome, and please explain any solves that would be greatly apreciated, thanks for your time. Tank_Shot_17.hipnc
  8. Hello I have a big pyro sim going on, and now I want to export this simulation as VDB's. I have set up a up-res container but when I import the exported vdb files from the high res container into Blender, then the result is kinda awkward... There are just points of smoke (as shown here in the screenshot: 2. Screenshot 1 is showing the vdb export node with the settings and pyro fields I have even set the density quite high but still the same ugly result there... have I exported it in the wrong way? or why is it like this?!
  9. hi, i want to ask that how i create shape(skull) from a smoke(cigarette smoke) ,i try many things but can not make so can anybody help me regarding this
  10. How to export vdb's in the right way

    Hello, I have a massive smoke simulation going on, and now I want to export this simulation in vdb's, to import them into a another 3d software (Blender). But when I click on the cache button or render to disk button, everything goes well, until frame 70 +-10 frames or so.. and then it stops because I am getting out or RAM. As I have 64 GB RAM, I would love if someone could explain me, how can I export the whole simulation, without decreasing the smoke division size... or smoke quality! I have tried to just export the density field, but then the smoke looks kinda low res and only if I am exporting ALL pyro fields, like: density, temperature, fuel, vel x, vel z, vel y.... and so on, then the smoke is high-res in Blender. But if I am exporting all fields, then it stops after frame 70 because of the RAM... is it possible to cut this simulation in parts and exporting them seperatly or somehow optimizing the fields or the pyro sim or vdb's so that I can export the whole simulation without any problems AND in high-res quality? Thanks for advance Daniel
  11. Smoke on heavy Alembic

    Hello! So I have an alembic file (5 gb) with an RBD simulation of a wall falling down, and I want to apply some smoke to it. The thing is that the geometry is too heavy and I have to reduce de polygons in order to simulate. I tried with poly-reduce and despite reducing the geometry it applies it per frame so I have to wait 30 secs for a frame to load. I also tried with point deform but I couldn´t manage either. I suppose my question is how would you prepare a heavy alembic geometry with pieces for a pyro sim? Cheers. T.
  12. Im new to houdini and very confused at the moment. I tried creating a smoke portal like effect from particles then using vdb from particles. I created 2 tries. In both i dont know why the some is pretty low res in the viewport. Also i tried changing the velocity scale in the smoke volume sources but they seem to have no effect on the smoke. In the first one the center seems quite static and in the second one no velocity is inherited at all it seems. Any help would be appreciated. portal.hip
  13. Hi guys. In a smoke simulation, I want to use a thin deforming geometry (a sheet) as the collision object, but instead of creating a Volume, I want to use "Point Velocity For Collisions". Is it possible? Thanks for helping. Smoke_CollisionPoints.hip
  14. Hi, How do I make this current state of cloud into a funnel in motion? Trying to animate this cloud sucking into a clear container. Would be very helpful! Thank you! Normal_Cloud.hipnc
  15. 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
  16. Smoke not visable

    Hi All, for my uni project created this satellite destruction. I have attached the billowy smoke pre-set to the Debris source and it does not show in viewport or render view? But as I don't have any error messages I can't figure out why it won't show... All and any help in the right direction would be appreciated as my deadline is next month! Ill attach both files above. TIA, Calan. Save.16_Smokenotworking.hip Auto_UV_sat.obj
  17. Free video tutorial can be watched at any of these websites: Fendra Fx Vimeo Side Fx Project file can be purchased at Gumroad here: https://gumroad.com/davidtorno?sort=newest
  18. Exporting Pyro Simulation as VDB problem

    Hey all, I have set up a very big smoke simulation. And now I would want export it as VDB Files which I could import then into Blender. So far so good, but when I click in the file cache node on "Save to disk" it starts exporting it, but after like 60 or 70 frames its just stopping and Houdini is closing itself or there were an error which is saying "not enough memory" and some other stuff..... But this error isn't truth, because I have a external SSD where are nearly 500GB are left. After 60 frames (its only like 65 GB) its stopping... I dont know the issue but if someone has an idea, why its not exporting the whole frame range but just one part (like, 60 frames of 500 frames). It would be awesome if someone could help me... :/ My division size is 0.12 I have tried it with 0.09 and it has closed after 50 frames, now I have tried 0,12 and it has closed after 70 frames... I have tried to export it before on 0.2 I think, and It has worked without any problems. But when I like a better resolution then its crashing everytime...
  19. In this tutorial we will create a cold explosion with you procedurally using houdini and add details such as cold smoke particles and ice pieces. And then we render everything
  20. Creating Rocket liftoff smoke simulation

    Hey, I am trying to make a rocket liftoff scene - from a sea platform. What I have done/try already: - played with the smoke settings and different Gas-nodes - trying to play with the buoyancy and some gas turbulence but the result is not how I want it... (the smoke is going up but not down, as the sea platform a bit above the sea) I want to make something like in this video: from minute 1:37 the smoke... It would be nice, if someone could help me to achieve this kind of effect
  21. mm BurnOut v1 - H17.5 and up

    Hi there! After more time of working, testing, and, more long process, writing the documentation (help offline) I publish my new OTL for Houdini (17.5 and up) to create a dust/smoke FX generated from the contact between one or more geometry. The tool is inspired by another tool I did and used in production on some TV-Show for kids (check on my LinkedIn profile). In the last 4 months, I re-created, re-design, and fixed some problems from the old OTL for made a very stable and cool tool you can use for your FX and in more cases is "ready-out-the-box". It's a payment tool and if you buy the version for Houdini 17.5 I give you a free update for the next release with the sparse solver. buy now here https://gum.co/NVcJM If you follow me on Patreon you can take it for free. I'm working on the version with sparse solver, if you get it now you have the update for free. Thanks Matteo video
  22. Few nodes won't work on OpenCL

    Hello, I am trying to work with OpenCL but as soon I enable them on few nodes, like the gas disturb, gas turbulence, it stops working. I just get a mushroom smoke effect. Does openCL not work on these fields? I have attached some screenshots. The first image is without OpenCL, the second one is with smoke disturb disabled and the third image is with openCL enabled on Smoke disturb.
  23. Hey all I have some low-ish resolution VDB dust clouds created in C4D with the TurbulenceFD plugin. These contain velocity channels. So far, I'm just not satisfied with the overall detail. What I've done to try and increase detail is convert the VDBs to Volumes, Volume Resample them, then use Volume Velocity to add some curl noise. It's looks OK, but by no means what you would call a true Up-res, that uses existing velocity channels to increase detail in turbulent areas... So that's the question really. How do I take a pre-calculated VDB (not dynamic at all) and give it a high-res makeover? Any pointers would be appreciated. Please be aware that the overall motion has been signed off, so all that I should be changing at this point is detail. I would just do the Up-res in TurbulenceFD, but it's buggy as hell and wont work. Every day I get closer to ditching C4D entirely. Thanks!
  24. Gas Disturb - Help

    Hello, I am really confused with Gas Disturb node. I tried reading the documentation and tried different values but I haven't seen much difference when I change the Threshold Range value. Can some please help me and explain what exactly the Threshold Range is doing? Thanks.
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