how to change smoke color?
26159 16 5- souls7ealer
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Hi friends,
I want to create smoke from points and use points as the source for smoke. each of the points has their own color, but the problem is that I can not change the color of smoke based on source color. I want to have multi color smoke base on the source color. Do you have any idea? Thanks for your kind attention.
I want to create smoke from points and use points as the source for smoke. each of the points has their own color, but the problem is that I can not change the color of smoke based on source color. I want to have multi color smoke base on the source color. Do you have any idea? Thanks for your kind attention.
- kare
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http://www.sidefx.com/docs/houdini11.0/examples/nodes/dop/flipsolver/FlipColorMix [sidefx.com]
go throw this example..
go throw this example..
@@KaRe@@
- souls7ealer
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- koen
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- souls7ealer
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- souls7ealer
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Dear Koen, thank you for your help. it works for me but the problem is that I can not render it. what I see in view port is not what I get in render. Also is there any other way to do such a thing? In this solution density field has to be omitted. What I have found out is that in your solution color field is displayed instead of the velocity field…
- koen
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Ah yeah, I think mantra still has the density field hard coded as the input to build the acceleration structure. (and most volume shaders expect a density field.) You can add a low res density field to the sim, or for example take the average of the rgb fields and rename that to density in a post process.
hope that helps.
Koen
hope that helps.
Koen
- souls7ealer
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- souls7ealer
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- old_school
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Koen's file set up to render with color.
Have a look at the SOPs inside the import_smoke1 Object.
I built a density field from the first color vector volume (as I am lazy and you don't have to mess with expressions to match resolutions), then set density to the luminance of that color field in a Volume VOP.
Then renamed color.* to Cd.* as all standard Houdini materials will use Cd to add to the base diffuse color.
Added camera, env light, Mantra ROP and there you go.
As for Koen's question about why does this even work (smoke falls) is it seems to come down to the DOP called “external_forces_relative_density” Gas External Forces DOP behaviour inside the Smoke Solver DOP. It looks to set the density of each voxel in the entire container to 1 even if the Density Field parameter is set to use “density” and that field doesn't exist.
This explaines why every single voxel in the box gets downward velocity from the Gravity DOP.
Have a look at the SOPs inside the import_smoke1 Object.
I built a density field from the first color vector volume (as I am lazy and you don't have to mess with expressions to match resolutions), then set density to the luminance of that color field in a Volume VOP.
Then renamed color.* to Cd.* as all standard Houdini materials will use Cd to add to the base diffuse color.
Added camera, env light, Mantra ROP and there you go.
As for Koen's question about why does this even work (smoke falls) is it seems to come down to the DOP called “external_forces_relative_density” Gas External Forces DOP behaviour inside the Smoke Solver DOP. It looks to set the density of each voxel in the entire container to 1 even if the Density Field parameter is set to use “density” and that field doesn't exist.
This explaines why every single voxel in the box gets downward velocity from the Gravity DOP.
There's at least one school like the old school!
- old_school
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Here's Koen's file set up with density based on the luminance of Cd and then feed both density and color in to the pyro simulation so that gravity is applied to the density channel and not all voxels in the simulation.
Displaying the velocity in the simulation now shows that gravity is being applied to the density which is based on the luminance of the color in SOPs prior to feeding in to the simulation.
Hope this helps clear things up.
Displaying the velocity in the simulation now shows that gravity is being applied to the density which is based on the luminance of the color in SOPs prior to feeding in to the simulation.
Hope this helps clear things up.
There's at least one school like the old school!
- souls7ealer
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- Rush Visual Effects
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- JIPS
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Hi!!!
I've trying to replicate node by node and nothing
I did manage to transfer some color but it doesn't remain in the color… as soon the smoke is out of the emission volume it goes white
Also.. when i create a dop import for the smoke object it remains being white!!!!!!!!!
This is driving me crazy
What should i've been missing?
I've trying to replicate node by node and nothing
I did manage to transfer some color but it doesn't remain in the color… as soon the smoke is out of the emission volume it goes white
Also.. when i create a dop import for the smoke object it remains being white!!!!!!!!!
This is driving me crazy
What should i've been missing?
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