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Recent Forum Posts
Blocky flame volume in the Pyro solver May 25, 2024, 7:34 a.m.
Hello guys!
I have a very simple basic pyro sim, where ring of points burn and emit smoke.
Smoke looks pretty okay for the given voxel size in both viewport and karma and it has "okay" values in karma shader as well.
But flame for some reason looks extremely blocky, compared to smoke, in both viewport and karma. And I need to use some weird range number in karma pyro material to make it look less blocky, but it still is.
Can somebody help me with it?
I have a very simple basic pyro sim, where ring of points burn and emit smoke.
Smoke looks pretty okay for the given voxel size in both viewport and karma and it has "okay" values in karma shader as well.
But flame for some reason looks extremely blocky, compared to smoke, in both viewport and karma. And I need to use some weird range number in karma pyro material to make it look less blocky, but it still is.
Can somebody help me with it?
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PYRO sim weird lines. May 25, 2024, 7:27 a.m.
Basically I figured it out. I had a collision object inside a DOP net, as a volume source with density -1. And I plugged it into a Force input in the pyro solver. Basically you need to use a merge node and plug it into the source input, then these lines will go away.
PYRO sim weird lines. May 15, 2024, 6:21 a.m.
Hi guys!
I'm new to houdini and just learning it.
I'm trying to create a simple sim with fire spreading on the cylinder.
My problem is that I'm getting these weird lines, when I do actual sim inside POP.
When I use "rastrize volume attribtutes" on the SOP level, all the volumes look fine and don't have any lines or artifacts.
Please help :S
I'm new to houdini and just learning it.
I'm trying to create a simple sim with fire spreading on the cylinder.
My problem is that I'm getting these weird lines, when I do actual sim inside POP.
When I use "rastrize volume attribtutes" on the SOP level, all the volumes look fine and don't have any lines or artifacts.
Please help :S
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