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Found 265 results

  1. 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
  2. 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?!
  3. 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
  4. 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
  5. 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.
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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...
  13. 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
  14. 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
  15. 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
  16. 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.
  17. 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!
  18. 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.
  19. Slow-motion Tire Burnout

    Hello Guys! I´m having a little trouble with a scene and was hoping you guys could help me figure it out. I´m trying to recreate this tire burnout effect. not the classical, lots of smoke everywhere, but this simple and detailed smoke. https://therealmarky.onfabrik.com/portfolio/audi-r8-spin at the moment I´m emitting some particles at the tire contact with the ground, and using them as an emitter for the smoke. The real problem comes with the slow motion. I´ve tried retiming the sim, but it wont match the animated car. I´ve tried doing the sim at the origin. smoke looks better, but its noticeable how it is moving across the scene. I´ve tried taking the time scale down to 0.5, 0.1, 0.05, 0.025. the sim slows down, but it obviously looses all the details from the microsolvers. My question is, how would you guys attack this kind of slow-motion shots? am I in the right track with the pops and timescale? Thanks a lot in advance!
  20. 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?
  21. 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
  22. 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
  23. 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
  24. 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..
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