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Found 200 results

  1. is SDF and VDB are same...? if not what is the difference between them?
  2. Render Smoke Question

    This might be a strange question. I have been learning about rendering the smoke. I went through some basic tutorials to get a final render in mantra. The main one I followed was about transferring the attributes from the viewport shader settings to a mantra shader. I managed to get a good result in one file as far as a good opacity and subtlety. The problem is that if I try to recreate the look in another file I can't find the key attribute or setting I tweaked. Here is the file I had luck with. Maybe someone with a little more experience might be able to help? Thanks, renderBase.hip
  3. Plane Smoke Trail

    Hey guys, Trying to do a smoke trail simulation similar of a jet stream. I've attached a sample hip file below of my current setup. My plane is static and the camera is animated. I've isolated the engines and use it to do a particle simulation where the particles are being blown away with some minor noise and each particle is given a lifespan so it dies and doesn't stay too long. Originally, the particles are being turned into density and be used in DOP with smoke solver for simulation (add disspate, turbulence and disturbance) to get the look of smoke trail but the results isn't really working and not what I'm looking for. I then tried to use the particles as density and just piped into cloud noise to randomize the density so it looks okay-ish but my question is it possible to get a fairly decent looking smoke trail with my setup or is my setup direction wrong? Thanks Sc01_SmokeTrail_v01.mp4 AirPlane.hip
  4. Hi, I am fairly new to Houdini and I am trying to form smoke into deforming geometry, I am having trouble with the look development of it, so far I have followed the tutorial below. The problem I am having is to keep the smoke constantly forming the geometry I have to have the forcefield in dopnet set to very high for it to fill on everyframe which does not look good, obviously the initial few frames need to be fast to make the geometry fill quickly but after that it needs to slow down and flow with the deforming geometry. Ive also attached a flipbook of what ive got so far, including my scene file and alembic cache of my animated geometry. My ultimate goal is to have a dragon form from a tornado (not using the tornado as a smoke source, tornado is also already done), so the initial smoke source will be a sphere hidden in the tornado, maybe I need to change my smoke source to something else after so it emmits through the whole dragon?? Any help would be awsome Thanks in Joe dragonall.abc dragontest_v003.hipnc
  5. Smoke keeps expanding

    Hi there, I'm working on a RBD destruction, but after the collision the smoke continues to expand. It should be a dusty smoke because there are not fire explosions.. I tried many ways, but it keeps expanding in the scene. I basically keyframed the emission of the smoke from the debris and it gives a nice shape to the smoke. What would you suggest? Attached you can find my scene. Thanks in advance! Tower_19_03_maybe_05.hipnc
  6. Pyro smoke issue in RBD destruction

    Hi there, I'm working on a RBD destruction project for my master degree. After I cached the RBD fracture and the debris I went on working on the smoke (using Billowy Smoke). I put in input the debris in order to emit a dusty smoke. The problem is that the trails don't look continuous.. And the smoke doesn't look realistic. Hope someone can explain me where I'm doing wrong, because is pretty urgent and I started using Houdini few weeks ago. Attached you can find my scene. Thanks in advance! Tower_19_02.hipnc
  7. Create a Trail explosion in Houdini 17.5

    Hey all, I am trying to do a explosion like this in the picture. I am very desperate, I have searched up the whole internet around but have find nothing... I have tried to do some particle emitting from a sphere with some forces but it wasn't like this... Can someone help me please... ps. if someone have time to make a hip file for me it would be a bigger help thanks in advance,
  8. 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!
  9. 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
  10. 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
  11. 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
  12. 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:
  13. Hello, I'm attempting my first project using smoke as a density volume through which an identical volume collides, generated from VDBfrompolygons. I can't manage to figure out why the render appears so grainy - sample JPEGs attached. The VDBfrompolygons voxel size is 0.1, & my smoke object division size is 0.1. I've made sure the rendering engine is micropolygon PBR. I'm using a couple of hlights & a sunlight, making sure they're set to "Depth map shadow" shadow type, shadow quality set to 2 & pixel samples are 2x2. My experience with lighting is extremely limited, so any feedback regarding this would be valued very much. The whole scene looks so much cleaner in the scene view than in the render view, not at all realistic as I would expect it with the application of shader materials to the objects. I must be doing something very wrong. Thanks in advance for any ideas.
  14. pyro and CFL relationship

    Hello, In order to have better collisions in my simulation, I lowered my CFL condition and increased my max substeps (on the solver). Inside my pyro solver, I saw that on the gas substep, the CFL condition was divided by the timescale, I would like to know why? Do you know how exactly the CFL works? Thank you in advance, (I made a basic scene to highlight my question) PYRO__substeps_cfl.hipnc PYRO__substeps_cfl.hipnc
  15. 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.
  16. Strange Smoke issues

    Hey all, so I have a explosion, but the smoke is like small Squares...that's very strange. What I make wrong...the smoke shouldn't be squares but normal... (I hope everybody understand me, what I try to explain) I hope someone can solve this problem... it would be very nice edit: one file is damaged so try the other Smoke explosion problem.hipnc Smoke explosion problem.hipnc
  17. Sulaiman - Compositing/Houdini FX

    Hi everyone! I am a VFX Artist who just recently graduated from 3dsense Media School who specialises in a wide range of skillsets Below is a Vimeo link to my showreel as well as my submission to The Rookies! Do feel free to drop me a message, thank you! Contact me and check my channels: sulaimanwar18@gmail.com https://linkedin.com/in/sulaimanwar/ https://www.artstation.com/sulaimanwar =================================== https://vimeo.com/325603170 https://www.therookies.co/entries/427 FinalProject10.mov
  18. Cant see smoke

    Hey all, So, I have a problem. I have a large scale animation where a sphere (a meteor) is destroying a brigde. I have add to the debris node - billowy smoke, but I cant see anything of the smoke in my viewport. What I make wrong? I hope someone can help me here the file: Brige destruction.hipnc
  19. How to change Smoke resolution

    Hey all, I have a problem with my smoke sim. I have a sphere crashing the cube (cube is fractured). And I have put in the debris node the explosion - effect. But in my render view the smoke resolution is filled with some squares. But I want to change the smoke resolution to become a realistic smoke from the explosion. I have make a screenshot. Thanks in advance, I hope I become help...
  20. create Tornado

    Hey all.. is there a trick, how can I made fast and easy in houdini a tornado, so with smoke and other stuff....I mean not a 1 hour tutorial on YouTube. like in the movie "Into the Storm" thanks for advance
  21. Smoke not appear in render view

    Hey all, when I add debris to a fractured object, and then I click on the debris node and after that on "Billowy Smoke". All works fine I can see the smoke emits from the debris and particles...BUT; When I click at Render View and then on "Render", the Smoke doesn't appear. And that happens sometimes. So from e.g 10 times it happens perhaps 3-6 times, that the smoke doesn't appear in the Render view... is this a bug? or what it can be? Because its very annoying, when I fracture an object and then it happens... When I restart Houdini and try it again it works sometimes and sometimes not... I hope you all understand me
  22. Smoke not appear in render view

    Hey all, when I add debris to a fractured object, and then I click on the debris node and after that on "Billowy Smoke". All works fine I can see the smoke emits from the debris and particles...BUT; When I click at Render View and then on "Render", the Smoke doesn't appear. And that happens sometimes. So from e.g 10 times it happens perhaps 3-6 times, that the smoke doesn't appear in the Render view... is this a bug? or what it can be? Because its very annoying, when I fracture an object and then it happens... When I restart Houdini and try it again it works sometimes and sometimes not... I hope you all understand me
  23. Hey, all I have a basic voronoi fracture sim, so then I have add derbis and after that billowy smoke... all works fine I can see the smoke from the debris in the viewport, but I CAN'T see the smoke in my render view? what I make wrong??? Problem render smoke as debris.hipnc
  24. Cant see smoke from derbis

    Hey, all I have a basic voronoi fracture sim, so then I have add derbis and after that billowy smoke... all works fine I can see the smoke from the debris in the viewport, but I CAN'T see the smoke in my render view? what I make wrong???
  25. Hi There! I am trying to transfer my smoke and water sim from Houdini to Unity but I am very lost. Any ideas?
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