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Found 245 results

  1. Dust effect - car on a dirt road

    Hi guys. For a current project I am trying to create a realistic dust trail to be used in Unreal for a cinematic. Think car on a dirt road. 2 references Was thinking the best approach would be to actually simulate it and create a flipbook. To create this quite specific smoke-dust type effect are there any good tutorials for me to watch or actual .hips for me to deconstruct?
  2. Pyro trails explosion

    Hello, I am trying to recreate the trail explosion at the beginning WITHOUT the rebelway course. I want to challenge myself so please don't say that I should buy the course. I have set the challenge by myself I have figured out how to achive the particle trail simulation and I can do this without any problems. But now I am stuck on the smoke/fire part. I don't know how to attach the smoke correctly to the particles when the particles are moving with fast velocities. Because when I am pressing the pyro fireball shelftool then my particles are showing like smoked points even if I increase the pyro substeps. I can do the particle simulation without problems I hope probably someone could help me here
  3. Hi; I would like to add some velocity to particles from a volume (smoke), so I tried to use "POP Attribute from volume", but it doesn't work. How can I fix it? Actually, "POP advect from volume" works, but I would like to ADD/Multiply the velocity to particles, not advect them. Thanks for helping. POP_Attribute_from_Volume.hip
  4. Make smoke stick to particles

    Hello all I am trying to achive a twister sim with some particles. I have already set up the particle simulation and now I am trying to do the smoke simulation. But somehow the smoke is not following the particles or the smoke is going upwards. How to fix this problem that the smoke should go downwards and not upwards (see screenshots). And there is the hip file as well. Tornado_test1.hipnc
  5. Strange pyro cutoff

    Hey all I have a strange problem with my pyro sim. The flames are cutting of in the Render view tab. (like in the picture)... What is caussing this? I have press more times before that the "smokeless flame" shelftool and everything was fine...but since one moment something is strange there... :/ Help would be very nice..
  6. [SOLVED] Colored smoke turns dark

    Hi gang ! I'm stumbling across a weird issue and I'd sure like to get some insights about this. I'm trying to color a smoke simulation (having seen Steven's volume III course). But I'm getting a weird issue that I can't wrap my head around. Basically my color field gets contaminated and the disease spreads on. here is what I mean: I'm using both types of pyro solvers, sparse and classic. This issue happens on both. Here is a screen of my simple scene: If you guys have any idea why this is happening that would be fantastic Cheers color_smoke.hip
  7. Help with a basic pyro effect

    I was wondering if anyone had a good way of creating shapes like this using pyro? I'm just not getting the source right no matter how hard I try. I've attached a small video file of what I'm trying to achieve. plume.mov
  8. Hi; How can I delete smoke which enters inside a geometry (volume)? Thanks for helping. Smoke_Erase.hip
  9. Smoke color fading out

    I have the basic sim with colored smoke and at the beginning of the sim the color is vibrant and in the end the color is fading out to almost white. How can I keep the same color intensity over time?
  10. Smoke inside RBD object

    Hello everyone! I try to create something like glass sphere explosion which contain smoke inside, BUT I can not do it. I created RBD object, simulated explosion, create smoke emitter inside, smoke accumulate inside, but after explosion all smoke disappear in few frames. Do U have any ideas, how to solve it? attached screen before and after (its just an example of scene).
  11. Colored smoke gasupres with Redshift

    I'm working on a colored smoke sim in H18 and Redshift and I have problems setting up my color grids properly. Running VDB diagnostics tells my values in the range are invalid and my knowledge of how to find the error ends there. The idea with the sim is to create a low res sim, up res it, and add colors from the Cd attribute. Does someone know how to set up this sim properly? blueGreen010.hiplc
  12. Alpha cutting out pyro/smoke

    I have a problem with the Alpha cut-outs on my smoke sims in Gasup Res. The sims work fine with low res simulations but in gasup res sop, they are cut out with Alpha in the color channel. It feels like the gasup res sop won't resize it properly and I just don't know how to add these extra fields. If someone could push me in the right direction I would really appreciate it. Thanks In advance.
  13. Hi everyone, did a pyro sim along with a collision object. When I up the density from 1 to 4 in the pyro shader, the voxels are getting visible (attached an image to the post showing the issue). Is there any way to prevent that or soften the voxels on the outside in a post process or something? Cheers, Christian
  14. Hello guys ! It has been now 3 years I'm working in the VFX industry. I saw a lot of different FX artist/TD so far and I came to the point that there is many ways of doing a pyro sims as there is artist to make it... From all those different artist, I met people doing amazing simulation from really complicated pyro solver and other with a only a few nodes. There is one specific topic I wanted to get thoughts from you guys was the using of the speed field from the length of the vel field versus the pressure field. People tends to use one or the other as a mask for turbulence, disturbance etc.. in their pyro. Both seems working farely well, but I would like to know more about the prons and cons of those technics ! Looking forward to read your thoughts ! Cheeers
  15. Hello again Guys. So recentrly (3 hours ago) I swapped to RS because my Mantra render was taking over 2 hours per frame. I started shading everything and had some problems with the volumes (Which worked in mantra perfectly fine) Scene View IPR with an area RS light with contribution set to .5 (to test) The setup As always, Thank you guys
  16. So, I'm fairly new to houdini, and one of my first uses of it unfortunaly has been to try to have a smoke simulation fill the camera frame and resolve to a color image in the process. I know normally the easy way to do this would be to map a solid volume full of smoke, blow it away, and then reverse the animation, however there are colliders involved in the scene as well and so would be obvious the smoke is running in reverse if I did that in this case. I came up with a convoluted solution which was to create 3 fields the same size as my pyro volume with attributes that run 0-1 along each dimension, essentially creating a uvw coordinate field, then simming the smoke, then importing that sim into a sop, reversing that simulation using a timeshift node, and then creating a sop solver with a vdb advect that used the reversed smoke simulation to advect my UVW field all the way to through the animation, and use that resulting field to assign color to the smoke for each frame. It....worked, miraculously, however it is a lot of steps and I'm not sure if there is an easier way, which there probably is! So, I'm just curious how people who actually know houdini would have done what I was trying to, maybe with rest volumes or something else that I don't know much about...
  17. Why does the attribute noise on velocity cause the whole simulation to go in one specific direction? and I'm not even able to change the direction, it's always the same. Here are screen shots with the attribnoise enabled, then disabled and the pyro solver settings. How do I tell that attrib noise not to go in that direction? I've changed its settings but it doesn't change direction. Even if I change the source geometry behind the smoke, even if I rotate the source, the direction stays the same.
  18. Hi guys, I'm trying to achieve this effects that the gas turbulence will not affect area near the emitter. However the method that I'm using, is to create a volume mask at the geometry level and merge it with the emitter source, using the mask as the control field for gas turbulence, but this is very slow to sim as my gas resize field dynamic will not work anymore. Is there a more efficient way or perhaps create this volume mask in dop level instead? controlfield.mov controlField_v001.hip
  19. Hello; I tried to deform a cloth object with the smoke, but how can I stop the smoke from passing through? Thanks for helping. Cloth_Smoke_Collision_01.hip
  20. Hello there I was looking for a solution on how to simulate two smoke objects with different density fields and still have them interact. I couldn't find a solution from a quick search so I thought I'd post here now it's resolved. To achieve this result you need to dive inside each smoke object and disconnect the velocity field. Copy the velocity field creation dop from within an object and attach it with an apply data beneath the merge where you bring the objects together. Set the data sharing parameter on this node to "Share Data In One Timestep" and you should be good to go. You could also share more fields between smoke objects if you don't require individual data for both I've attached a hip file All the best, Lucy multiObjectInteraction.hipnc
  21. Hi everyone, I am trying to get an animated collider to contain the smoke I am emmiting inside a tube. I am deleting some polygons over time to let the smoke gradually escape from my tube. The problem is my geometry collider doesn't update even if I turn on "use deforming geometry". So I just have smoke inside my container, but nothing go out from it. If someone hasa clue it could be awesome <3 (you can find the hip file in the post) Thanks Smoke_Animated_Collider.hip
  22. Hi Everybody! I have been following this amazing tutorial done by Vladislav Lavrenov. Everything works just fine but I'm trying to do some personal variants to this. I was trying to make the whole simulation collide with an object, in particular with a wall. I achieved in doing so but for some reason any geometry that gets put inside my popnet as a static obj gets taken by it as a new source of particle emission. Each point of the static obj is emitting particles or a piece of geometry of my voronoid fracture. I can't undestand how to via vex how to ignore the static obj geometry. Here in attachment are some screenshots of what happens... as you can see on the wall points there are particles that shouldn't be there. I guess everything is happening in my copy node and the voronoid geo gets copied in every point of the scene... but why, and how can I fix it? I'm really stuck and need somebody with more experience to help please. Here is also a copy of the project. Thanks in advance for the help!!!! Simone newexplosion_collision.hip
  23. I'm wondering why this custom velocity is not work? I have tried various methods, but I'm not sure how....
  24. I was trying to expand the some smoke simulation using divergence field. the divergence field create a big hole in the smoke simulation. any idea why is this happening Test Smoke.hiplc
  25. I'm trying to make smoke emit from a sphere so that it looks circular. I have tried changing buoyancy direction to 1,0,1 but that didn't achieve the effect I wanted. Hopefully this made sense.
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