Hi everyone,
How do i collide smoke with smoke. i have tried merging two different pyro solver and using affector relationship (mutual) option but still it doesnt work.
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Technical Discussion » smoke collision
- Junaid
- 26 posts
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Technical Discussion » Cubic smoke look
- Junaid
- 26 posts
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Hi All,
How do i get rid of this cubic looking smoke sim.
I have try changing volume filter, step size and high res sim ( not super high res) and yet nothing is working.
Looking forward for the help
Thanks
Junaid
How do i get rid of this cubic looking smoke sim.
I have try changing volume filter, step size and high res sim ( not super high res) and yet nothing is working.
Looking forward for the help
Thanks
Junaid
Edited by Junaid - May 5, 2017 16:23:56
Technical Discussion » Particle based Pyro explosion
- Junaid
- 26 posts
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Hi,
I want to know how to do a particle based explosion by using the pyro solver. Also, if there is anyway i can also scatter points on any object and if i can use those points in pyro solver to create an explosion.
I am coming from fumefx background.
Thanks
Looking forward
I want to know how to do a particle based explosion by using the pyro solver. Also, if there is anyway i can also scatter points on any object and if i can use those points in pyro solver to create an explosion.
I am coming from fumefx background.
Thanks
Looking forward
Technical Discussion » Need help regarding melting an animated character
- Junaid
- 26 posts
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thanks so much. furthermore, it would be helpful if you can define how to point expression the specific point positions to begin the melt.
Technical Discussion » Need help regarding melting an animated character
- Junaid
- 26 posts
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Technical Discussion » Need help regarding melting an animated character
- Junaid
- 26 posts
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rizviali110
I have specified colors with attribute create(high, low viscosity) but not sure how to to attribute transfer in order to deform/animated geom.
anyone with a quick complete response would be beneficial.
I have specified colors with attribute create(high, low viscosity) but not sure how to to attribute transfer in order to deform/animated geom.
anyone with a quick complete response would be beneficial.
Technical Discussion » Need help regarding melting an animated character
- Junaid
- 26 posts
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Have you checked out Ben Watts tutorial on this topic?
yes. that is something for the static model.
rizviali110
thanks. I'll let you know if its working.
Edited by Junaid - Aug. 27, 2016 02:46:42
Technical Discussion » Deforming melting character
- Junaid
- 26 posts
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Hi All,
I am trying to melt an animated character. i have tried many approaches but most of it only working for static object. Is there any tut out there? Highly appreciable if anyone can share any example/sample file.
Looking forward
Thanks
I am trying to melt an animated character. i have tried many approaches but most of it only working for static object. Is there any tut out there? Highly appreciable if anyone can share any example/sample file.
Looking forward
Thanks
Technical Discussion » Need help regarding melting an animated character
- Junaid
- 26 posts
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hey Enivob,
I counldnt find this deforming geometry option except in the static object node which i am not using.
Attached, is the scene file
you can plugin any piece of animated geom/character to see the results. I am using an alembic mesh.
Looking forward
thanks
I counldnt find this deforming geometry option except in the static object node which i am not using.
Attached, is the scene file
you can plugin any piece of animated geom/character to see the results. I am using an alembic mesh.
Looking forward
thanks
Technical Discussion » Need help regarding melting an animated character
- Junaid
- 26 posts
- Offline
Hi all,
the character i am working on is melting at the moment using variable viscosity using attribute create node.
I am using metaball to define the specific locations of the character to melt. the problem is that the character doesnt animate anymore( after the flip fluid procedure). i am using a sop solver for the metaball interaction with the flip which is working but the moment i try to plugin the character on the (use external SOP) it starts to animate but doesnt melt at all. how can i retain the animation and melting effect both at once ?
do i need two sop solvers connected on the flipsolver?. i have tried many ways but it doesnt work.
i am coming from a Max background; your help would be highly appreciable.
thanks
the character i am working on is melting at the moment using variable viscosity using attribute create node.
I am using metaball to define the specific locations of the character to melt. the problem is that the character doesnt animate anymore( after the flip fluid procedure). i am using a sop solver for the metaball interaction with the flip which is working but the moment i try to plugin the character on the (use external SOP) it starts to animate but doesnt melt at all. how can i retain the animation and melting effect both at once ?
do i need two sop solvers connected on the flipsolver?. i have tried many ways but it doesnt work.
i am coming from a Max background; your help would be highly appreciable.
thanks
Technical Discussion » problem in resuming pyro simulation
- Junaid
- 26 posts
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Hi all,
Due to sudden pc restarts i cannot render all frames of upres pyro simulation data (export to file, upres field). every time i come back to houdini and defines the start frame( from where it ended the last rendering ) houdini just stays at the particular frame and keeps on writing caches in the temp dir but doesnt go further even a single frame ahead to continue writing the upres sim.
i also tried using Explicit cache but the re cook button doesn't work.
where do i need to define start and end frame from the explicit cache. ?
anyone knows how to restart (continue) the sim from where it was abruptly ended
thanks
Due to sudden pc restarts i cannot render all frames of upres pyro simulation data (export to file, upres field). every time i come back to houdini and defines the start frame( from where it ended the last rendering ) houdini just stays at the particular frame and keeps on writing caches in the temp dir but doesnt go further even a single frame ahead to continue writing the upres sim.
i also tried using Explicit cache but the re cook button doesn't work.
where do i need to define start and end frame from the explicit cache. ?
anyone knows how to restart (continue) the sim from where it was abruptly ended
thanks
Houdini Lounge » how to scale the pyro grid
- Junaid
- 26 posts
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Hi fsimerey
Thanks for the link. he only scaled the low res and before simulation.
Hi cklosters
Thanks for the reply. i just couldnt find the transform SOP. Can i use null or subnet utility and link it with autodop, low and upres?
ler say if i scale down these 3 tools manually, would that change the resolution of my grid/container.
Thanks for the link. he only scaled the low res and before simulation.
Hi cklosters
Thanks for the reply. i just couldnt find the transform SOP. Can i use null or subnet utility and link it with autodop, low and upres?
ler say if i scale down these 3 tools manually, would that change the resolution of my grid/container.
Houdini Lounge » how to scale the pyro grid
- Junaid
- 26 posts
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Hi
Can someone tell me how to change the scale of the pyro fx grid. do you change the scale of autodop network tool. upResPyro tool or lowResPyro tool ??
cause each of these tools have size parameter. I tried changing and keeping the size of these tools same but the smoke looks compressed and stretched out.
thanks
Can someone tell me how to change the scale of the pyro fx grid. do you change the scale of autodop network tool. upResPyro tool or lowResPyro tool ??
cause each of these tools have size parameter. I tried changing and keeping the size of these tools same but the smoke looks compressed and stretched out.
thanks
Houdini Lounge » Caching issue
- Junaid
- 26 posts
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Hi Edward
Earlier i was trying to say that i have my low and up res cache and its checked but when i render the scene, (the renderer, at the time of rendering) it re calculates or cook the simulation again instead of using the same cache files as a source to render.
–
I have looked at the tutorial; its ok but it was more down to theories than practical. although, informative.
thanks
Earlier i was trying to say that i have my low and up res cache and its checked but when i render the scene, (the renderer, at the time of rendering) it re calculates or cook the simulation again instead of using the same cache files as a source to render.
–
I have looked at the tutorial; its ok but it was more down to theories than practical. although, informative.
thanks
Houdini Lounge » Caching issue
- Junaid
- 26 posts
- Offline
Thanks edward
—
there is another prob. I have cached both low and up res and then i closed houdini. so, eventually i lost all the temp hfs cache which is something i dont need. and when i restarted houdini and started rendering my scene the renderer is cooking temp hfs and rendering at the same time. i dont understand like what was the purpose to write low and up res and to load from disk when the renderer also needs to write temp files at run time.
does it means that without closing houdini, we sim at the same time and render at the same time?
although, i have tried disable simulation for scrubbing
—
there is another prob. I have cached both low and up res and then i closed houdini. so, eventually i lost all the temp hfs cache which is something i dont need. and when i restarted houdini and started rendering my scene the renderer is cooking temp hfs and rendering at the same time. i dont understand like what was the purpose to write low and up res and to load from disk when the renderer also needs to write temp files at run time.
does it means that without closing houdini, we sim at the same time and render at the same time?
although, i have tried disable simulation for scrubbing
Houdini Lounge » Caching issue
- Junaid
- 26 posts
- Offline
Hi,
I have tried to set variable (TMP - I:\temp) inside of aliases and variable option but still houdini is creating temp cache in my windows C: drive which is too tiny for large resolution.
does anyone know this issue?
Thanks
I have tried to set variable (TMP - I:\temp) inside of aliases and variable option but still houdini is creating temp cache in my windows C: drive which is too tiny for large resolution.
does anyone know this issue?
Thanks
Technical Discussion » Caching issue
- Junaid
- 26 posts
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Technical Discussion » Caching issue
- Junaid
- 26 posts
- Offline
I have just re cached only low res ( volume fluids-smoke container) upto to 125 frames on my windows drive I. meanwhile, i checked drive C, it says 37 gigs of free space remaining and it was 40 gig free before i started caching. so i saved my scene file closed houdini. i then re checked drive C and now 40 gig are back. i opened up the same scene file, disabled dynamic simulation icon and tried to scrub the timeline but there were only 42 frames rendered instead of 125 frames. is it because of the naming conviction i had in the smokefield tool that is IHoudini_Prac/Smoke_low_res/low_res.$F4.bgeo.gz ??
completely not getting this problem.
Anyone ???
completely not getting this problem.
Anyone ???
Technical Discussion » Caching issue
- Junaid
- 26 posts
- Offline
Hi
while i try to create up res cache on a different drive (for e.g drive I) houdini keeps increases memory on my windows drive C (until it gets full )which has nothing to do with the cache path.
every time i close houdini it returns 40/50 gigs back into C drive. Meanwhile, it also messed up with SVGIcons.cache files and it was all corrupted. Somehow, i deleted this configuration file and everything began working. upon rendering it was also asking for shadow cache path..does anyone know about it.
while i try to create up res cache on a different drive (for e.g drive I) houdini keeps increases memory on my windows drive C (until it gets full )which has nothing to do with the cache path.
every time i close houdini it returns 40/50 gigs back into C drive. Meanwhile, it also messed up with SVGIcons.cache files and it was all corrupted. Somehow, i deleted this configuration file and everything began working. upon rendering it was also asking for shadow cache path..does anyone know about it.
Technical Discussion » viewport problem
- Junaid
- 26 posts
- Offline
Hi Jeff
the exhausts looks pretty nice; i wanna dig the texture/noise/fractal pattern over fluids. the new fluid system seems pretty good to get decent details and of course a lot of control through node based. yeah i agree the gasoline or napalm oriented explosions are pretty much done with stocks; I thought with the new solvers we can get closer but at least through Cg one can add variations like shockwaves and extra Bg/Fg passes etc.
thanks for the embassy link
junaid
the exhausts looks pretty nice; i wanna dig the texture/noise/fractal pattern over fluids. the new fluid system seems pretty good to get decent details and of course a lot of control through node based. yeah i agree the gasoline or napalm oriented explosions are pretty much done with stocks; I thought with the new solvers we can get closer but at least through Cg one can add variations like shockwaves and extra Bg/Fg passes etc.
thanks for the embassy link
junaid
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