Jump to content

Search the Community

Showing results for tags 'smoke'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 258 results

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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...
  6. 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
  7. 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
  8. 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
  9. 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.
  10. 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!
  11. 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.
  12. 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!
  13. 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?
  14. 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
  15. 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
  16. 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
  17. 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..
  18. [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
  19. 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
  20. Hi; How can I delete smoke which enters inside a geometry (volume)? Thanks for helping. Smoke_Erase.hip
  21. 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?
  22. 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).
  23. 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
  24. 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.
×