Diego A Grimaldi Posted March 11, 2014 Share Posted March 11, 2014 (edited) I've been doing some r&d for a gas bomb simulation. I found that getting the proper shape driving the sim through pops and keyframing some dops parameters can be fairly straight foward. However, I'm still having trouble with the shading and the render time. So far I'm only rendering a beauty pass because I still haven't figured out a way to separate render layers for an explosion in Houdini. If anybody knows how, please share the knowledge. I'd love to get at least a separate fire and smoke pass. Hope you like it! Edited March 11, 2014 by nailon Quote Link to comment Share on other sites More sharing options...
Skybar Posted March 11, 2014 Share Posted March 11, 2014 A tip is to re-time it to get that explosion feel, either during the sim or post-sim. Right now that is the biggest difference from your ref, looks more like you are trying hard with forces or initial velocity. If you are using the pyro shader there are a couple of exports you can use as image planes; smoke_color, smoke_mask, fire_color and fire_mask. You can find them on the Export tab of the pyro shader, as well as the type (float, vector) which you then specify for the image plane too. Quote Link to comment Share on other sites More sharing options...
Diego A Grimaldi Posted March 11, 2014 Author Share Posted March 11, 2014 Thanks David. Yea I wasn't trying to get exactly the same motion, that's why I haven't bothered retiming it. I was just trying to get the explosive look. About the render passes, thanks, I'll check it when I get a chance and do more tests Quote Link to comment Share on other sites More sharing options...
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