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Showing results for tags 'steam'.
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Hi! Does anyone have any tips for creating this kind of steam effect? https://www.youtube.com/watch?v=LZYLoVCikqo&ab_channel=VeteransRailroad (around the 0:20second mark) I'm trying to recreate super fast moving, high pressure steam coming out of a pipe about 0.5m in diameter. I've played around with sourcing a noised up density volume, custom vel to break up the shape, disturbance, a little divergence, turbulence and confinement ..etc. I'm using sparse pyro. Not sure if there is anything obvious I'm missing, will try to upload the file when I get home, but it seems like no matter what combination of sourcng and microsolvers I use I can't get past it looking like plumy-smoke as opposed to a fast moving stream with lots of small sharp details. I would really appreciate any tips! Thanks in advance!
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Hey folks, I've been trying to tackle a smoke element which involves an object being launched at a high speed with a propellant(something like hot steam coming through a nozzle, I guess). The object is a canister of sorts(imagine the propellant to be pressurized gas in the canister) - which tumbles and rotates on its central axis, thus having to orient the 'jet of steam'. It also interacts with the ground as it bounces. Since it has a small exit for the fluid, my emitter should be small. :\ I have tried the following approaches - 1. Small emitter - high velocity - high substeps(16) After a lot of tweaks, the best I could crunch out of this was a trail that didn't have any defined shape of sorts, and could not achieve the 'cone'-ish shape that I was looking for 2. Particle Trail - as custom velocity -as emitter -as force guide Same Problem as above - particles only left a smear with no shape - even with high substeps(32) 3. Modelled Hollow container with exit - placed emitter within - plugged density of emitter to divergence -high substeps(32) Got a more promising result - but at high velocity portion of the animation(especially at assumed 'launch' it would only leave puffs of smoke. Unfortunately, I cannot post any scenes at the moment - will try on recreate the approach and the problems in an example scene. :\ Is there any other solutions that anyone could suggest? Or add up on what I've been trying?
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Hey guys, I'm trying to create the effect of the steam clouds coming out from a train's pipe. I've made a simple animation for the train using some boxes and a locomotive model i found online, set up a fluid source and I've got some smoke coming out of the train's pipe. I've also made a VDB for the pipe so the smoke doesn't go through the pipe itself and it just collides with it. But I just cant seem to get the explosive effect the steam has when it comes out of the pipe and it looks really unrealistic. I attached the hip file so if you could take a look at it and maybe give me some tips I'd really appreciate it! I want it to look something like this: edit: btw im using pyros because i dont know how to use particles yet :/ SteamTrain.hip
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Hi, I've made a very simple scene to create the steam of a steam train, kind of cowboyish one for a little project. There is one scene where we need it to be in slow mo, like half speed. Beeing very new to houdini I would like to know if my setup is "correct/optimized" or if you have any tips to make it look better maybe, but more importantly what would be a good way to slow down the simulation, I've tested the dopnetwork time scale value but the results are not great with my scene. Thank you very much !
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This is my first attempt at steampunk. It is kind of a play on modern helicopter logging. In this case the "helicopter" is modeled after a dragonfly and the "trees" are steel with solar panel leaves. Fun project and I learned quite a bit. Some final editing in Photoshop. Any feedback is great.