outtacontex Posted May 25, 2011 Share Posted May 25, 2011 Hello, I was just curious to know what you all think would be the best approach at creating such an effect? I'm still somewhat new to Houdini....so this may seem a bit out of place for my skill level, but I feel it's a better way for me to learn and understand this wonderful application. I look forward to everyones informative replies and thanks in advance! Quote Link to comment Share on other sites More sharing options...
lukeiamyourfather Posted May 26, 2011 Share Posted May 26, 2011 Pyro would be a good tool for this. http://www.sidefx.com/docs/houdini11.0/dynamics/smokeandfire Then add fuel to the initial data where you want it. http://www.sidefx.com/docs/houdini11.0/nodes/dop/smokeobject#id356173 Easier said than done but you get the idea. There are several example scene files in the help to check out. Quote Link to comment Share on other sites More sharing options...
Jason Posted May 26, 2011 Share Posted May 26, 2011 Maybe a regular POPs simulation for the breaking fuel "cells", and then create fuel from those particles? Look into the Pyro > Fireball shelf tool for a start. Quote Link to comment Share on other sites More sharing options...
outtacontex Posted May 26, 2011 Author Share Posted May 26, 2011 Great suggestions. I will start working on this today and upload my progress. Quote Link to comment Share on other sites More sharing options...
bunker Posted May 26, 2011 Share Posted May 26, 2011 (edited) I like that kind of GIF ! I tried a quick thing using the Pyro solver and a custom torus volume velocity made with a curve and a revolve. Have fun! bomb_001.hip Edited May 26, 2011 by bunker Quote Link to comment Share on other sites More sharing options...
outtacontex Posted May 26, 2011 Author Share Posted May 26, 2011 I like that kind of GIF ! I tried a quick thing using the Pyro solver and a custom torus volume velocity made with a curve and a revolve. Have fun! bomb_001.hip bunker, I just finished a 15hr work day and even with one eye half open....this still looks like great stuff. I really appreciate you walking me in the right direction. Hopefully I will have more time this weekend to study this particular effect, tweak and refine to perfection. Will keep this post updated. Thanks again Quote Link to comment Share on other sites More sharing options...
sanostol Posted May 26, 2011 Share Posted May 26, 2011 @bunker: yeah Quote Link to comment Share on other sites More sharing options...
fxslave Posted May 29, 2011 Share Posted May 29, 2011 (edited) Hello, I was just curious to know what you all think would be the best approach at creating such an effect? I'm still somewhat new to Houdini....so this may seem a bit out of place for my skill level, but I feel it's a better way for me to learn and understand this wonderful application. I look forward to everyones informative replies and thanks in advance! Give please link to the full version of your example, not clear dynamics between key frames. If this is possible. Edited May 29, 2011 by fxslave Quote Link to comment Share on other sites More sharing options...
old school Posted May 31, 2011 Share Posted May 31, 2011 @bunker, nice simple file. Lots of old-school -ness in the tours vel field creation. I re-jigged the vel creation of the vel field that is added to the pyro sim so that it is faster and up to date with Houdini 11 methods. Changed the old two-input Point SOP technique to build tangent vectors. I use the PolyFrame SOP as shown in the attached file for this. Simple and fast. Had to put a Reverse SOP above it to change the vector direction and no worry about the last point in the curve. Point clouds in VOPs is way too overkill and there's the Volume From Attribute SOP. Faster and cleaner. Note that the template point attribute pscale controls the radial look-up making it easy to vary the look-up scale. To do this with point clouds, you are in to a new level of complexity in that you have to use a Point Cloud Iterate loop. bomb_with_custom_vel_field_bunker_001_jw.hip Quote Link to comment Share on other sites More sharing options...
bunker Posted June 1, 2011 Share Posted June 1, 2011 Nice update Old School, much simpler @bunker, nice simple file. Lots of old-school -ness in the tours vel field creation. I re-jigged the vel creation of the vel field that is added to the pyro sim so that it is faster and up to date with Houdini 11 methods. Changed the old two-input Point SOP technique to build tangent vectors. I use the PolyFrame SOP as shown in the attached file for this. Simple and fast. Had to put a Reverse SOP above it to change the vector direction and no worry about the last point in the curve. Point clouds in VOPs is way too overkill and there's the Volume From Attribute SOP. Faster and cleaner. Note that the template point attribute pscale controls the radial look-up making it easy to vary the look-up scale. To do this with point clouds, you are in to a new level of complexity in that you have to use a Point Cloud Iterate loop. Quote Link to comment Share on other sites More sharing options...
Ankit Sinha Posted August 22, 2011 Share Posted August 22, 2011 Why can't i see fluid in render. Why its rendering only object, not fluid.( i am new to houdini)I have attached the images of my viewport visualization and render of same frame. @bunker, nice simple file. Lots of old-school -ness in the tours vel field creation. I re-jigged the vel creation of the vel field that is added to the pyro sim so that it is faster and up to date with Houdini 11 methods. Changed the old two-input Point SOP technique to build tangent vectors. I use the PolyFrame SOP as shown in the attached file for this. Simple and fast. Had to put a Reverse SOP above it to change the vector direction and no worry about the last point in the curve. Point clouds in VOPs is way too overkill and there's the Volume From Attribute SOP. Faster and cleaner. Note that the template point attribute pscale controls the radial look-up making it easy to vary the look-up scale. To do this with point clouds, you are in to a new level of complexity in that you have to use a Point Cloud Iterate loop. Quote Link to comment Share on other sites More sharing options...
cabra Posted September 30, 2011 Share Posted September 30, 2011 (edited) The image cuts(or...?), I believe, to the chase, whether the thing is "Art" or "realism." You can easily imagine that size should have the "smoke solver" or "pyro" using this "image". I think it would be appropriate to recall at least to someone, the importance of 3d and photography. something that, I think, suffers throughout the forum: "Photography and 3D" join:). Demolish the house can be easily done ,in "sop" context. easily. (even a child could do) thank ramiro Edited September 30, 2011 by cabra Quote Link to comment Share on other sites More sharing options...
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