daehuck Posted June 17, 2013 Share Posted June 17, 2013 http://vimeo.com/60070729 I want to make a smoke like this. I used a pyro fx - dryice but it doesn't look good. my smoke looks weak and noisy, but reference video's smoke is very strong and solid(maybe) Can I get a some advice about this? Any comment is helpful for me Thanks.! Here is my Hip file. (ignore off geo) 20130617_scene5_smoke2.hip Quote Link to comment Share on other sites More sharing options...
kleer001 Posted June 17, 2013 Share Posted June 17, 2013 First you need a light in your scene to give the smoke some shape. And if it's not thick enough for you you can - scale up the source density (which it looks like you're animating from 5 to 0 over 36 frames) - or you can beef it up in the render in your uniform volume shader's cloud density channel - or directly to the volume so you can see it interactively by putting down a Volume Mix SOP and set the post multiply to however more dense you want it. I tried the dry ice pyro fx shelf too and the settings looked fine to me. Quote Link to comment Share on other sites More sharing options...
substep Posted June 18, 2013 Share Posted June 18, 2013 check your scene scale. My guess is an FBX import from maya. The bottle in your scene is over 120 meters tall. If I remember right. When Import FBX, you need to be in centimeters in maya, but treat them like meters. So if an object is the right size at a scale of 1 in centimeters. group it, scale the group to 0.1, freeze transforms, then export that as an FBX. that should give you the proper scale in houdini. You'll get much quicker sim times, higher resolutions grids, and more predictable results when working/simming to scale. also, try not to save your scenes mid sequence, save on the first frame ") Quote Link to comment Share on other sites More sharing options...
daehuck Posted June 19, 2013 Author Share Posted June 19, 2013 check your scene scale. My guess is an FBX import from maya. The bottle in your scene is over 120 meters tall. If I remember right. When Import FBX, you need to be in centimeters in maya, but treat them like meters. So if an object is the right size at a scale of 1 in centimeters. group it, scale the group to 0.1, freeze transforms, then export that as an FBX. that should give you the proper scale in houdini. You'll get much quicker sim times, higher resolutions grids, and more predictable results when working/simming to scale. also, try not to save your scenes mid sequence, save on the first frame ") thanks, I have to check the size of grid. But they intercts correctly when i use a ambelic format. strange... Anyway thanks for your comment Quote Link to comment Share on other sites More sharing options...
daehuck Posted June 19, 2013 Author Share Posted June 19, 2013 First you need a light in your scene to give the smoke some shape. And if it's not thick enough for you you can - scale up the source density (which it looks like you're animating from 5 to 0 over 36 frames) - or you can beef it up in the render in your uniform volume shader's cloud density channel - or directly to the volume so you can see it interactively by putting down a Volume Mix SOP and set the post multiply to however more dense you want it. I tried the dry ice pyro fx shelf too and the settings looked fine to me. Thanks. I have to study more in pyro options there are so many options in pyro and it borders me.. Your comment is very helpful for me Quote Link to comment Share on other sites More sharing options...
kleer001 Posted June 19, 2013 Share Posted June 19, 2013 Thanks. I have to study more in pyro options there are so many options in pyro and it borders me.. Your comment is very helpful for me Peter Quint is the man. Also SESI has a good one here: This one is a little behind the times, but covers a lot of good basics. https://vimeo.com/44619541 Time spent here is worth it! http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=117096 Quote Link to comment Share on other sites More sharing options...
bunker Posted June 20, 2013 Share Posted June 20, 2013 You can create dry ice with negative temperature. Quote Link to comment Share on other sites More sharing options...
daehuck Posted June 20, 2013 Author Share Posted June 20, 2013 Peter Quint is the man. Also SESI has a good one here: This one is a little behind the times, but covers a lot of good basics. https://vimeo.com/44619541 Time spent here is worth it! http://www.sidefx.co...wtopic&p=117096 Thanks, your link is nice, I'll watch every video! Quote Link to comment Share on other sites More sharing options...
daehuck Posted June 20, 2013 Author Share Posted June 20, 2013 (edited) You can create dry ice with negative temperature. yes, it is closely related with temperature. but i don't know exactly how it works So, I have to study harder thanks for your reply! Edited June 20, 2013 by daehuck Quote Link to comment Share on other sites More sharing options...
old school Posted June 20, 2013 Share Posted June 20, 2013 Temperature is what is driving Buoyancy. Buoyancy is used to affect the velocity of the fluid sim using the Gas Buoyancy DOP installed inside the Pyro Solver DOP asset. Looking at the parameter interface of the Gas Buoyancy DOP, it literally takes the temperature field as a mask and given a direction vector, usually {0, 1, 0}, takes the "vel" velocity field and adds an appropriate force: vel = vel + temperature*buoyancyDirection So if you set a -ve buoyancy direction {0, -1, 0} then the temperature will be used to drive the velocity downwards instead of upwards. If you want absolutely no temperature to affect the simulation, set buoyancy to 0 then let other forces shaping the "vel" velocity field to take over. ---- In general, if you find a specific piece of functionality on the Pyro Solver invariably there will be a specific micro-solver inside the Solver node that is affecting one or more fields. Invariably it will be the "vel" velocity field. 1 Quote Link to comment Share on other sites More sharing options...
daehuck Posted June 21, 2013 Author Share Posted June 21, 2013 (edited) Temperature is what is driving Buoyancy. Buoyancy is used to affect the velocity of the fluid sim using the Gas Buoyancy DOP installed inside the Pyro Solver DOP asset. Looking at the parameter interface of the Gas Buoyancy DOP, it literally takes the temperature field as a mask and given a direction vector, usually {0, 1, 0}, takes the "vel" velocity field and adds an appropriate force: vel = vel + temperature*buoyancyDirection So if you set a -ve buoyancy direction {0, -1, 0} then the temperature will be used to drive the velocity downwards instead of upwards. If you want absolutely no temperature to affect the simulation, set buoyancy to 0 then let other forces shaping the "vel" velocity field to take over. ---- In general, if you find a specific piece of functionality on the Pyro Solver invariably there will be a specific micro-solver inside the Solver node that is affecting one or more fields. Invariably it will be the "vel" velocity field. first, Thanks for your kind reply. So, If i have a negative temperature and negative buoyancy direction {0,-1,0} smokes will go higher. Is it right? I tested with houdini and it seemes too. Edited June 21, 2013 by daehuck Quote Link to comment Share on other sites More sharing options...
old school Posted June 21, 2013 Share Posted June 21, 2013 Yes. Pretty simple. Gas Buoyancy DOP makes it so. Quote Link to comment Share on other sites More sharing options...
daehuck Posted June 22, 2013 Author Share Posted June 22, 2013 Yes. Pretty simple. Gas Buoyancy DOP makes it so. All right. Thanks for your kind reply again:) Quote Link to comment Share on other sites More sharing options...
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