Video Copliots explosion tutorial, but in H12

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larikaram
Hey there again,
Ok so here is a scene that I've put for you with some renders. Check it out and let me know if you have any questions!

My steps:
1- Add a sphere
2- Click Explosion Pyro shelf tool
3- Added a Sky light shelf tool
4- Tweaked (in the shader) the colors of the Smoke and Fire
5- Tweaked (in the shader) the density amplitude of the Smoke and Fire
6- Added the new Volume Light in 12.5
7- Rendered

I shouldn't have used the term on click but for sure you can see that you don't need that much to get a good result!
And If you take your time to tweak Pyro and the shader then you can achieve great renders!

lari

Great hip file lari! I see how scaling up the smoke density/remapping the heat color map takes away from the blown out hotter areas of your fire and reintroduces back detail.

On another note, I was wondering, before the Volume Light in 12.5, how would you go about illuminating your volumes like this?
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there are different ways:
scatter points and make them a geometry light or convert your volume to a geometry and make it a geometry light!

lari
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Cool, sounds good 8)
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Thanks, lari. your scene is very help : )
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Your welcome!
I'm glad it helps!

lari

lari
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hey guys…
seems houdini like to blur smoke after the explosion done i don't like that!!!
i reduce dissipation parameter to 0.001 but still smoke blur after explosion done!
how can i have smoke like green area from beginning until end of the sim? (don't like red area because it's blur)
thanks.

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