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Rendering tornadoes using Houdini?


Guest ravin

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I am working on a tornado simulation and wanting to render particles as volumes? I have been trying a few techniques such as copying geometry to the particles with an isoOffset node and rest node attached and applying a billowy smoke shader but I can see the noise swimming across the textures. Not sure whether that is noise or shadows. I have seen a couple examples in the past where you export the particle data to 3ds max and render it. I have no experience with max and would like to stick to houdini to make things a little simpler.

Is there a better technique to this in houdini?

My goal is to render tornadoes as clouds with self shadows.

I am also attaching my renders as a movie files.

thanks,

cloud test_1.1_H264.mov

cloud_2.0_H264.mov

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Hi there raven.

I see there is no reply.

I did study this a few summers ago ,

Anyway about the swiiming effect that you are encountering , On the method that you are folling , with the metaball.

In the Shadow map bring up the resolution to a higher value

In my case the swimming is removed.

here in this sequence you can see on the top , it swims, low rat file in the shadow 256*256

and the one on the bottom has 1024*2

hope this helps you out.

mangi

compared.zip

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Hi there raven.

I see there is no reply.

I did study this a few summers ago ,

Anyway about the swiiming effect that you are encountering , On the method that you are folling , with the metaball.

In the Shadow map bring up the resolution to a higher value

In my case the swimming is removed.

here in this sequence you can see on the top , it swims, low rat file in the shadow 256*256

and the one on the bottom has 1024*2

hope this helps you out.

mangi

Hi mangi,

thank you for the reply. I am attaching the setup file that I have. Also I will try to up the resolution and see if that solves my problem. If you have worked with this problem and see any problems in my setup file please let me know.

thanks,

-ravin

cloudRendering2.hip

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