PaulM3D Posted December 27, 2013 Share Posted December 27, 2013 (edited) Greetings! First of all, I am new in Houdini. I like it CloudFX very much. And here is my question: how can I simulate an object flying through CloudFX cloud, with trail, hole in cloud etc? It would be great, if you can give me at least direction, where I could find my answers. Thanks! Edited December 27, 2013 by PaulM3D Quote Link to comment Share on other sites More sharing options...
theWingedPlatypus Posted December 27, 2013 Share Posted December 27, 2013 (edited) Hello ! for that kind of effects you most likely will have to use DOPs ! you will have to turn your cloud into a smoke objet (or pyro if needed) and pipe it into a smoke or pyro solver, and for the object, you will have to turn it into either a static object or a RBD objet (depending on the animation you need) and pipe it into the corresponding solver, and finnally merge the two together ! EDIT : this is kind of a old workflow i think, i proposed it becaus it is usually easier to put otgether for someone new, but if you are interested in, you probably should source the object as a collison source... Edited December 27, 2013 by theWingedPlatypus Quote Link to comment Share on other sites More sharing options...
PaulM3D Posted December 27, 2013 Author Share Posted December 27, 2013 Big thanks for you! I will definetely try this as soon as I can. It's seems to be logical way to make it work. I'll post my result in this topic, maybe it would help someone. P.s. my english is not ideal at all.=) Quote Link to comment Share on other sites More sharing options...
mightcouldb1 Posted December 27, 2013 Share Posted December 27, 2013 Also, for this kind of effect, you can just render a simulation on top of the clouds instead of simulating the whole cloud depending on how close you are. I would do it in the shader though, by using a velocity field to displace the density. Then you never have to press simulate which can save a ton of time Quote Link to comment Share on other sites More sharing options...
murathan altunsoy Posted January 1, 2014 Share Posted January 1, 2014 (edited) i tried like this hole_in_cloud_2.mov cloud_dynamic_2.hip Edited January 1, 2014 by murathan747 Quote Link to comment Share on other sites More sharing options...
PaulM3D Posted January 2, 2014 Author Share Posted January 2, 2014 Thank to all, especially murathan747 for example! I will defenitely examine it. Quote Link to comment Share on other sites More sharing options...
Juraj Posted May 20, 2014 Share Posted May 20, 2014 murathan747 thank you for your example, it helped me a lot. However I was wondering whether there is another way to import cloud volume into DOP - without using Smoke solver. I would like to achieve an effect in which part of cloud is blown away . When I add for example Fan force, then source volume stays intact and it causes emitting smoke from cloud (source) in direction of Fan force. Quote Link to comment Share on other sites More sharing options...
merlino Posted May 20, 2014 Share Posted May 20, 2014 Probably you have the emitter active all the time. You can put two keyframe to deactivate it on frame 2 or write down an expression like $F == 1. Quote Link to comment Share on other sites More sharing options...
Juraj Posted May 20, 2014 Share Posted May 20, 2014 Thank you very much. I didn't notice there is activation parameter even in source volume. It fixed my problem . Quote Link to comment Share on other sites More sharing options...
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