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Found 161 results

  1. Combine clustered pyro into one domain/object to export for render in v-ray Maya? Thanks in advance.
  2. Hi, I am trying to figure out a way to mix smokecolors in DOPs without the effect of the velocity "Maximum" setting. Its a bit hard to describe so just check out my file. I have two methods of mixing the colors. One is done in DOPs putting Cd in the velcity volume of a source volume and setting it to Maximum. Because it is set to Maximum (because of the lack of another better working mode), colors tend to blend in a (somewhat expected) weird way. so two voxels, one with color (1,1,0) and the other with (0,0,1) then blend together to something that is (1,1,1). And I'm pretty sure blue and yellow smoke do not mix to white smoke ;-) The other one is done using particles which inherit the emitters color and are advected by the smoke. In a postoperation I transfer the color of the particles back into the volume and because it extrapolates it gives a nice colormix that is more of a blend operation and looks correct but its way more processing intensive (especially with highres volumes and lots of particles). So my question is: can the result of the particle workflow be somehow achived in dops without using particles? PS: I did try to do the coloring in a shader and it worked (its not in the file), but I would still need to create particles and I guess there would be a pretty large hit in rendertime sampling those particles in the volume. Cheers, Ronny colored_smoke_v03.hip
  3. Stylised Trails

    Hi Guys, I need a little advice. I am trying to create trails that have a look similar to the image below. My initial thought was to scatter points on a circle with an initial velocity and then advect them through a volume using curl noise...before using an add sop to group by id (Hip file attached). I am having difficulty trying to replicate the look and feel of the trail animation in the video below at 0.24. The trails appear very wispy and almost fluid like. If someone can help point me in the right direction that would be greatly appreciated. Many thanks, Clive Test_Curves.hip
  4. 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
  5. 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:
  6. 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
  7. Hi guys! I am working on a project that needs a spirit moving through a scene, it needs to be like flowing smoke with a glowing light effect so that if reflects on objects in the scene. I cant work out how to emit light from the smoke and move with the animation, i have been playing with both volume lights and geometry lights but i cant get either to move with the animation, they both stay at where the animation is on frame 1. I have tried selecting the volume and creating a volume light from that, and also using the original animated geometry before it was turned into a volume and making a geometry light from that, but neither use the animation. Can anyone suggest what i am missing or doing wrong? Or way to get the smoke to emit light and use the animation to move? I have attached a r&d scene file and a play-blast of my problem as it stands at the moment, any help would be really appreciated! smokeLight_001.hipnc smokeLight.mp4 smokeLight_001.hipnc
  8. Smoke changing color

    Hello! I am new to Houdini, but am attempting a fairly complex effect. I need to emit smoke and particles from a piece of geometry, with these specific characteristics: The smoke and the particles must start off as grey. The particles should be emmited from a black-and-white mask that is mapped onto the emmiting surface (white=emit, black=no particles emmited). This texture should be animated. The color of the particles should be defined at particle birth by another moving texture (an animated fractal noise, for example). At 1/3 of their lifespan, the smoke and the particles would change into two different colors (blue and pink,. I am guessing that the right way to do this is to start with the particles, and then copy the color attributes onto the smoke. The two should move together, so... should I first do the smoke, and them move the particles along the same forces? Any help would be greatly appreciated! cheers, Diego
  9. 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
  10. 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
  11. 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
  12. VDB smoke uv mapping

    Hi guys I'm trying out some stuff for my upcoming project and was wondering how to make uvs for smoke converted to poligons, so that they would remain stable rather than jumping around every frame. I found some info on using dual rest position, however I'm not sure how to tackle it, or if it could work with this approach. Here is what I have right now ( I'm not sure if you can see that, but there are scratches on the surface of the smoke which as expected change where they are every frame, the question is how to make them remain in place even tho the number of points is changing and whole thing is deforming) Here is the type of effect I'd like to achieve: Any tips are very much appreciated!
  13. Smoke Effect Color Problem

    Iam Working on creating smoke combined with particles for the color , the color shows in my Dop netwerp but when i go up i wont show , anyone know how to fix than? thx in regards
  14. 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 !
  15. 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:
  16. Smoke Effect skin

    Hi Everyone I was wondering if someone knows how I can create this effect I have just done a simple smoke simulation, but I do not know how to make the inside: also, if anyone knows, I am trying to create this object with the exterior like the purple surface, but the inside to look like this: ANY HELP WOULD BE APPRECIATED
  17. Smoke Effect skin

    Hi Everyone I was wondering if someone knows how I can create this effect I have just done a simple smoke simulation, but I do not know how to make the inside: also, if anyone knows, I am trying to create this object with the exterior like the purple surface, but the inside to look like this: ANY HELP WOULD BE APPRECIATED
  18. Pyro FX density vs heat

    Hello, Does any one kno why the density field is being used as a binding for the threshold in the shape parameters of the pyro effect simulation once you use the "smokeless flame" preset? Its kind of weird that it takes density into account because density represents the smoke and we are trying to shape just the flames... Thanks, Diogo
  19. Hey guys, i need to emit the same smoke trail even from the other part of the jet, I cached out my simulation but i just need the smoke trail and not the jet so that i can transform it onto the other part. Any idea how to cached out only the smoke trail from the simulation. Here is my file spaceship_01.hip
  20. How does Pyro FX works?

    Hello everyone, Does any of you know where can I find in depth knowledge of the pyro solver (I wouldn't mind the resources went further into math and implementation), its workflows and rendering pypeline? The documentation by sideFX is very poor in this case, and the tutorials on the subject are even worse (the usual -> "I think if you move this slider, it does this...") . Thank you, Diogo
  21. Hey Guys i need some help actually i want to emit the same smoke trail exactly from the other side of the jet, Do i need to repeat each and every step again to emit the same smoke or is there any way to copy the same smoke trail. Am new to houdini so dn't know much stuff Here is the screenshot of my file -
  22. Well am new to houdini and trying this tut where i have to emit smoke from this jet but i don't know how to get rid of this sprite spacing I have tried to increase the number of particles and also adjusted the scale and ramp of the pop sprite but its giving me the same result. Here is Screenshot of my file -
  23. Test destruction

    My work for January - February 2018. These are tests on destruction of 16 Houdini. I ask for your opinion on quality
  24. Smoke falling down

    Hello magicians! I found a cool picture and I thought I'd give a shot in houdini, here's the reference: } Here's what I have so far: Any thoughts to help get the effect on the picture? maybe advecting particles? Hip attached Thanks! smoked.hip
  25. Inside DOP cluster grid source

    Hi Friends, I need your help!! I'm playing with DOP, trying to understand it and feel comfortable working with data.. I come across one issue that I have trouble with.. Is there a way to create cluster grid inside dop? The problem is that I need to timeshift whole range to get initial data for clusters.. Here is the hip file, you can take a look.. I would appreciate some extra feedback about the way I approached with this setup.. I'm I doing something wrong? Thank you!! Regards, M in_dop_clustering_help.hipnc
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