chaindriver Posted July 21, 2011 Share Posted July 21, 2011 Hi, I'm kinda new to Houdini and have a few basic questions to ask. Hope you guys can help me out. i) How do I emit fuel/temperature etc based on an animated texture? ii) How do I let the simulated fire light up the surroundings? Thanks! Quote Link to comment Share on other sites More sharing options...
Erik_JE Posted July 21, 2011 Share Posted July 21, 2011 Some hints. 1. Create your own volume fields from your textures. Make them Set Always. 2. Create a geometry light from your heat volume field. Make it not normalize. Quote Link to comment Share on other sites More sharing options...
smaugthewyrm Posted July 22, 2011 Share Posted July 22, 2011 the topic your asking about is pretty deep. peter claes has up a post with example hip files. possibly you'll find a solution in there. LINK --> Controlling Fluid Sims with Custom Fields Quote Link to comment Share on other sites More sharing options...
bunker Posted July 22, 2011 Share Posted July 22, 2011 (edited) Adding fuel and temperature from a texture is easy, but you can't use the default sourcing method. Have a look at this simple example : pyro_from_texture.hip For lighting, I would use pointclouds created from a lowres render using the pcwrite function. hope that helps Edited July 22, 2011 by bunker 1 Quote Link to comment Share on other sites More sharing options...
md5 Posted July 23, 2011 Share Posted July 23, 2011 (edited) Really cool and simple example, thanks Bunker ! Edited July 23, 2011 by md5 Quote Link to comment Share on other sites More sharing options...
chaindriver Posted July 24, 2011 Author Share Posted July 24, 2011 Adding fuel and temperature from a texture is easy, but you can't use the default sourcing method. Have a look at this simple example : pyro_from_texture.hip For lighting, I would use pointclouds created from a lowres render using the pcwrite function. hope that helps Thanks for all the replies guys! Especially you Bunker, for the example file. Bunker, after getting the pointclouds, what should I do with it? Are there any existing shaders that can read in the pointcloud to light up the scene, or do I have to dig into VOPs...? Quote Link to comment Share on other sites More sharing options...
bunker Posted July 25, 2011 Share Posted July 25, 2011 You need to build your shader in VOPs or VEX. Thanks for all the replies guys! Especially you Bunker, for the example file. Bunker, after getting the pointclouds, what should I do with it? Are there any existing shaders that can read in the pointcloud to light up the scene, or do I have to dig into VOPs...? Quote Link to comment Share on other sites More sharing options...
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