Amazing, thanks so much ) ! I studied the scene file and it left me with some questions. I understood everything you did in the ‘explosion’ geometry sop (that is, building the actual volume source by stamping points). The tricky part - I find - is in dop context. I tried to understand it using Houdini Help, but not always with success. First of all did you use an off the shelf PyroFX tool, or have you created these dynamics from scratch? Then I had some more practical questions
- In the Source Volume dop under the ‘Volume Operation’ tab, you changed Source Volume to maximum and Velocity to Add. What does this mean?
- Under the ‘Mask’ tab, you set ‘density’ as a mask(?) for Velocity Volume. How does this affect the simulation?
- In the Pyro Solver under Shape > Dissipation, what’s the logic behind the wave-form of the ‘Remap Dissipation Field’? Shouldn’t it be a declining line, as smoke dissipates more and more over time?
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Technical Discussion » Fireworks low-density smoke trail?
- Felixbuenen
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Technical Discussion » Fireworks low-density smoke trail?
- Felixbuenen
- 20 posts
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Thanks for the reply! I uploaded the hipnc file. It's just a basic particle simulation. I've got the explosion + the particle trail of that explosion. I have done Houdini for some time now, but I can't say I've made a lot of progression, especially regarding fluid dynamics + pyro sims. I understand what you mean about the voxels, but I wouldn't be able to implement it in a smoke-simulation.
Houdini Indie and Apprentice » Impulse Count
- Felixbuenen
- 20 posts
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It's not really clear what you're trying to do, but if you want to emit, say, 25 particles at frame 29 you should do this in the particle emitter node
impulse activation $FF == 29
impulse count 25
This will emit 25 particles at frame 29.
impulse activation $FF == 29
impulse count 25
This will emit 25 particles at frame 29.
Technical Discussion » Bug in Pop Replicate?
- Felixbuenen
- 20 posts
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Hi guys!
I'm having a weird issue with the pop replicate. Please have a look at the file I uploaded so you can understand the situation better. The problem occurs here ‘FONT/popnet/popreplicate1’ in the Birth tab.
For the impulse count I use an expression. This expression works, however, when you change the value of the expression (by multiplying with a different value) it returns an error Invalid group (stream_popreplicate1). Then, when I set the display flag on ‘popcolor1’ and play back the scene, it works…
I'm not a Houdini expert, so before reporting this as a bug, I first want to make sure whether or not this is not just a mistake I made!
Cheers,
Felix
I'm having a weird issue with the pop replicate. Please have a look at the file I uploaded so you can understand the situation better. The problem occurs here ‘FONT/popnet/popreplicate1’ in the Birth tab.
For the impulse count I use an expression. This expression works, however, when you change the value of the expression (by multiplying with a different value) it returns an error Invalid group (stream_popreplicate1). Then, when I set the display flag on ‘popcolor1’ and play back the scene, it works…
I'm not a Houdini expert, so before reporting this as a bug, I first want to make sure whether or not this is not just a mistake I made!
Cheers,
Felix
Technical Discussion » Fireworks low-density smoke trail?
- Felixbuenen
- 20 posts
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So you mean that I should copy geometry volumes to the particles and then… turn them in to a pyro solver?
Technical Discussion » Fireworks low-density smoke trail?
- Felixbuenen
- 20 posts
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Hi guys,
I'm creating a small fireworks explosion (just the explosion), as seen in Harry Potter and the Order of the Phoenix (122 - 125)
https//www.youtube.com/watch?v=YrAe0XI7mis
I've created the particle animation of the burst, but now I want those particles to leave a smoke trail. What would be the best solution to create smoke that is so thin, like you see in the video? PyroFX simulations seem to heavy for the little smoke I want, or is that a misconception ?
Thanks!
I'm creating a small fireworks explosion (just the explosion), as seen in Harry Potter and the Order of the Phoenix (122 - 125)
https//www.youtube.com/watch?v=YrAe0XI7mis
I've created the particle animation of the burst, but now I want those particles to leave a smoke trail. What would be the best solution to create smoke that is so thin, like you see in the video? PyroFX simulations seem to heavy for the little smoke I want, or is that a misconception ?
Thanks!
Houdini Indie and Apprentice » Problem with collision event
- Felixbuenen
- 20 posts
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Houdini Indie and Apprentice » Problem with collision event
- Felixbuenen
- 20 posts
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Houdini Indie and Apprentice » Problem with collision event
- Felixbuenen
- 20 posts
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Hi!
I'm learning particle animation with Houdini the best I can. Currently I'm trying to make a ‘rain’ digital asset. It's quite easy to do for me, but there's one thing I can't achieve when the particles (raindrops) hit the collision plane (ground) I want other particles to be emitted from that collided particle (the splash).
I've tried achieving it with a collision event, collision group, a second popnet etc, but it won't give me a clean result (with a clean result I mean I want to be able to say, for instance "when each particle has collided I want 5 other particles to be emitted from that particle, no more, no less). Has anyone got a way to complete this effect?
Thanks in advance!
Felix
I'm learning particle animation with Houdini the best I can. Currently I'm trying to make a ‘rain’ digital asset. It's quite easy to do for me, but there's one thing I can't achieve when the particles (raindrops) hit the collision plane (ground) I want other particles to be emitted from that collided particle (the splash).
I've tried achieving it with a collision event, collision group, a second popnet etc, but it won't give me a clean result (with a clean result I mean I want to be able to say, for instance "when each particle has collided I want 5 other particles to be emitted from that particle, no more, no less). Has anyone got a way to complete this effect?
Thanks in advance!
Felix
Technical Discussion » Changing color kills effect
- Felixbuenen
- 20 posts
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Thanks for the reply, I'll play around with that! I figured I could also put the color/material sop after the delete node of course..
Technical Discussion » Changing color kills effect
- Felixbuenen
- 20 posts
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Ok, I see, thanks Michael! What attracts my attention though is that if the color has a red value of less than .5, the effect stays. If the red value is .5 or higher, the effect is gone.. that really restricts my flexibility with the effect. Do you have any tips on how to determine the area where I want the points to be deleted in a different way?
Technical Discussion » Changing color kills effect
- Felixbuenen
- 20 posts
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Hi!
I saw an effect on one of cmiVFXs videos, and in stead of buying the video, I tried to replicate it myself. The idea of the effect my name displaced in a field of grass, like an alien crop circle (egocentric, I know.. ( ). I basically copied bended curves onto a scattered grid. Then, I extruded a font sop (“Felix”) and made a point cloud out of it. I colored those points red, and transfered that red color to the grass. With a delete sop I deleted only the red colored grass.
This worked out well, but when I change the color of the grass, the effect is vanished.. I attached the file with this post. I added some notes and network boxes to (hopefully) make it more clear. I also added 2 switch sops 1 for high-low resolution, 1 for the 2 colors.
Thanks!
Felix
I saw an effect on one of cmiVFXs videos, and in stead of buying the video, I tried to replicate it myself. The idea of the effect my name displaced in a field of grass, like an alien crop circle (egocentric, I know.. ( ). I basically copied bended curves onto a scattered grid. Then, I extruded a font sop (“Felix”) and made a point cloud out of it. I colored those points red, and transfered that red color to the grass. With a delete sop I deleted only the red colored grass.
This worked out well, but when I change the color of the grass, the effect is vanished.. I attached the file with this post. I added some notes and network boxes to (hopefully) make it more clear. I also added 2 switch sops 1 for high-low resolution, 1 for the 2 colors.
Thanks!
Felix
Technical Discussion » Is this a good computer choice?
- Felixbuenen
- 20 posts
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Thanks Eric, I will think about having more ram in that case. Thanks everyone, helped a lot ( !
Technical Discussion » Is this a good computer choice?
- Felixbuenen
- 20 posts
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Thanks for your response JuanDos! I checked the computer specs on the seller's site and it says that 8gigs of RAM is the maximum amount of RAM that this computer can have… Anyway, what is actually the great benefit of more RAM? Does it accelerate the cooking of a simulation?
Technical Discussion » Is this a good computer choice?
- Felixbuenen
- 20 posts
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Hi eetu,
Thanks for your answer! I assume that you mean more RAM memory? If the computer is ok, I might add some more RAM memory in the future.
Thanks for your answer! I assume that you mean more RAM memory? If the computer is ok, I might add some more RAM memory in the future.
Technical Discussion » Is this a good computer choice?
- Felixbuenen
- 20 posts
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Hi everyone,
I'm going to buy a new computer, and in an earlier topic I posted, I was advised to make my own computer. With a little research I figured that was just not a good idea (because I don't have any experience with that subject), so I searched for an all-in-one pc and I believe I found one. It's the Acer Aspire M3970 with the following specs
- Intel Core i7-2600 3.4 GHz
- 8GB DDR3 RAM
- 2TB HDD
- Nvidia GT545 3GB
- Windows 7 64-bit
Now, this seems like a very good computer to me (for Houdini), but I was just wondering if anyone would advise me another one in the same price-range (about 1.250 dollars).
Thanks!
Felix
I'm going to buy a new computer, and in an earlier topic I posted, I was advised to make my own computer. With a little research I figured that was just not a good idea (because I don't have any experience with that subject), so I searched for an all-in-one pc and I believe I found one. It's the Acer Aspire M3970 with the following specs
- Intel Core i7-2600 3.4 GHz
- 8GB DDR3 RAM
- 2TB HDD
- Nvidia GT545 3GB
- Windows 7 64-bit
Now, this seems like a very good computer to me (for Houdini), but I was just wondering if anyone would advise me another one in the same price-range (about 1.250 dollars).
Thanks!
Felix
Technical Discussion » Computer advice for Houdini
- Felixbuenen
- 20 posts
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Technical Discussion » Computer advice for Houdini
- Felixbuenen
- 20 posts
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Hi,
I've got some problems finding a suitable computer for Houdini 12. Right now I have a 3 year old pc with the following specs
- AMD Athlon 64 x2 dual core processor 4400+
- ATI Radeon HD 4800
- 2 GB of RAM
- Windows Vista Home Premium 32-bits
- DirectX 10
I tried H12 on this computer, but I found troubles using the new UI and with rendering. Also, the Bullet RBD solver didn't work.
In summary, I need a new system to run H12. But should I buy a whole new computer, or just renew some components in this system? And second, what component(s)/workstation would you recommend? I'm not very sure about my budget yet..
All the little help is very much appreciated!
Felix
I've got some problems finding a suitable computer for Houdini 12. Right now I have a 3 year old pc with the following specs
- AMD Athlon 64 x2 dual core processor 4400+
- ATI Radeon HD 4800
- 2 GB of RAM
- Windows Vista Home Premium 32-bits
- DirectX 10
I tried H12 on this computer, but I found troubles using the new UI and with rendering. Also, the Bullet RBD solver didn't work.
In summary, I need a new system to run H12. But should I buy a whole new computer, or just renew some components in this system? And second, what component(s)/workstation would you recommend? I'm not very sure about my budget yet..
All the little help is very much appreciated!
Felix
Houdini Indie and Apprentice » Problems with Bullet solver
- Felixbuenen
- 20 posts
- Offline
Hi Chris,
Thanks for taking the time to overlook my scene file! I started this file in Houdini 12. I guess I'll have to redo this tutorial, because of the wrong nodes you mentioned. Thanks!
Felix
Thanks for taking the time to overlook my scene file! I started this file in Houdini 12. I guess I'll have to redo this tutorial, because of the wrong nodes you mentioned. Thanks!
Felix
Houdini Indie and Apprentice » Problems with Bullet solver
- Felixbuenen
- 20 posts
- Offline
Hi everyone!
I was doing the ‘quick start’ tutorial from sidefx.com. I had to make some columns and a sphere (wich would later be used to chrash into the columns) RBD. I put a groundplane just beneath the colomns, so that they shouldn't be able to fall down. But instead of standing on the groundplane, the columns fall right through the groundplane whereas the sphere does actually collide with the groundplane… When I change the RBD solver engine from Bullet (the default) to RBD, I don't have this problem.. I attached the scene file, maybe I did something I shoulnd't have done. Every little help is appreciated!
Felix
I was doing the ‘quick start’ tutorial from sidefx.com. I had to make some columns and a sphere (wich would later be used to chrash into the columns) RBD. I put a groundplane just beneath the colomns, so that they shouldn't be able to fall down. But instead of standing on the groundplane, the columns fall right through the groundplane whereas the sphere does actually collide with the groundplane… When I change the RBD solver engine from Bullet (the default) to RBD, I don't have this problem.. I attached the scene file, maybe I did something I shoulnd't have done. Every little help is appreciated!
Felix
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