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Found 8 results

  1. 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!
  2. Check out the course at: https://www.cgforge.com/course?courseid=pyro-i Thanks for watching!
  3. If you're on Steam, join the Houdini User Steam Group here: http://steamcommunity.com/groups/houdiniusersgroup
  4. 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?
  5. 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
  6. tweekskratch


    Hey all, I'm looking to emit some steam from the surface of a coffee mug. I'm a newbie so any help or direction would be awesome. Thanks! JL
  7. 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 !
  8. 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.
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