Using the lookup ramp on the pyro shader gives you a nice transparent fire look. It changes the color to a constant red, which looks nice. But is there a way to get more color variation while using it? I have tried changing many parameters to keep the colors you get with the blackbody, but without the lookup ramp.
thanks for your time
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Technical Discussion » Pyro lookup ramp color
- James Rowe
- 38 posts
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Technical Discussion » FileCache In Series & Viewport/Render View Caches
- James Rowe
- 38 posts
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Technical Discussion » FileCache In Series & Viewport/Render View Caches
- James Rowe
- 38 posts
- Offline
Greetings,
This is two questions in one post.
1). Is there a way to run multiple caches in series? For example, having 8 different volumes running into there own file caches. Then having a set up to cache one at a time, and automatically go through them all ( clearing ram in between if possible) ?
2). Is there a way to have a low resolution cache in the viewport, and the high resolution version in the render?
Thanks for your help!
This is two questions in one post.
1). Is there a way to run multiple caches in series? For example, having 8 different volumes running into there own file caches. Then having a set up to cache one at a time, and automatically go through them all ( clearing ram in between if possible) ?
2). Is there a way to have a low resolution cache in the viewport, and the high resolution version in the render?
Thanks for your help!
Technical Discussion » Pyro Fast Moving Source
- James Rowe
- 38 posts
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Hey Rob, thanks for your reply.
I figured out the problem for my case was the source was actually too small (.1 radius sphere). I got a good look after scaling it. Peter Quints Smoke II tutorial teaches basic fast moving pyro workflow (for anyone else who may have found tbis thread through keyword). Adding the velocity of your source to the simulation may also be a transferable trick to not only pyro.
I figured out the problem for my case was the source was actually too small (.1 radius sphere). I got a good look after scaling it. Peter Quints Smoke II tutorial teaches basic fast moving pyro workflow (for anyone else who may have found tbis thread through keyword). Adding the velocity of your source to the simulation may also be a transferable trick to not only pyro.
Technical Discussion » Pyro Fast Moving Source
- James Rowe
- 38 posts
- Offline
Hey Rob, thanks for your reply.
I figured out the problem for my case was the source was actually too small (.1 radius sphere). I got a good look after scaling it. Peter Quints Smoke II tutorial teaches basic fast moving pyro workflow (for anyone else who may have found tbis thread through keyword). Adding the velocity of your source to the simulation may also be a transferable trick to not only pyro.
I figured out the problem for my case was the source was actually too small (.1 radius sphere). I got a good look after scaling it. Peter Quints Smoke II tutorial teaches basic fast moving pyro workflow (for anyone else who may have found tbis thread through keyword). Adding the velocity of your source to the simulation may also be a transferable trick to not only pyro.
Technical Discussion » Pyro Fast Moving Source
- James Rowe
- 38 posts
- Offline
Greetings,
The source for my pyro simulation is moving very fast, around 100 units in 200 frames. I have researched this subject for a week, and know what you must do for fast moving source. However, the simulation does not look well, given many attempts and variations.
My new idea is this. Keep the source stationary, and …animate the path along the sphere. If you can see what I mean. Have the path travel through the sphere, and turn this path into a velocity field so the simulation will have the correct curves. Then the cached simulation could simply be animation along the curve. I have tried duplicating the path, and apply a mirror. Then animating the first curve along the second. Didn't work..
How do you do the inverse of animating a sphere along a curve?
I know this is vague and possibly a unnecessary technique but I thought it was worth posting to see if anyone knows what I mean and can provide help
Thanks
The source for my pyro simulation is moving very fast, around 100 units in 200 frames. I have researched this subject for a week, and know what you must do for fast moving source. However, the simulation does not look well, given many attempts and variations.
My new idea is this. Keep the source stationary, and …animate the path along the sphere. If you can see what I mean. Have the path travel through the sphere, and turn this path into a velocity field so the simulation will have the correct curves. Then the cached simulation could simply be animation along the curve. I have tried duplicating the path, and apply a mirror. Then animating the first curve along the second. Didn't work..
How do you do the inverse of animating a sphere along a curve?
I know this is vague and possibly a unnecessary technique but I thought it was worth posting to see if anyone knows what I mean and can provide help
Thanks
Technical Discussion » Wedge into subfolder
- James Rowe
- 38 posts
- Offline
Greetings,
Is there a way to render wedges into subfolders automatically?
As in each wedge goes into its own folder in the specified directory.
Sorting by date modified allows me to line up the wedges accordingly and I can easily organize from there. Just wondering if anyone has automated this process
Thanks
Is there a way to render wedges into subfolders automatically?
As in each wedge goes into its own folder in the specified directory.
Sorting by date modified allows me to line up the wedges accordingly and I can easily organize from there. Just wondering if anyone has automated this process
Thanks
Technical Discussion » L system delete by gen
- James Rowe
- 38 posts
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haha thanks that's perfect! don't understand completely as I am a month into Houdini but I will be studying this file and researching all your vex terms.
thanks for your reply!
thanks for your reply!
Technical Discussion » L system delete by gen
- James Rowe
- 38 posts
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Greetings,
I have a default L system that grows one gen (or point) per frame. 1 * $FF in the generations parameter. Actually my first vex expression LOL.
Now I want to delete one gen per frame, starting at 0 then going up. So it acts like a lighting trail. I tried expressions in the filter expression of a delete node but could figure it out. How do you , for example, delete the gen number that is equal to the floating frame subtract 4, and everything below that number.
Thanks
I have a default L system that grows one gen (or point) per frame. 1 * $FF in the generations parameter. Actually my first vex expression LOL.
Now I want to delete one gen per frame, starting at 0 then going up. So it acts like a lighting trail. I tried expressions in the filter expression of a delete node but could figure it out. How do you , for example, delete the gen number that is equal to the floating frame subtract 4, and everything below that number.
Thanks
Technical Discussion » Pyro effects render problem
- James Rowe
- 38 posts
- Offline
I think it is most likely substeps. Add more simulation substeps. Or it may be from shredding, trying lowering or disabling.
Technical Discussion » Spider Lightning
- James Rowe
- 38 posts
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Technical Discussion » Spider Lightning
- James Rowe
- 38 posts
- Offline
Greetings,
I am trying to achieve the “spider lightning”, as shown here:
https://www.youtube.com/watch?v=Y5CzaVctGWg [youtube.com]
I have not stepped into lightning at all yet, but will be starting with the basic point to point. To get it to disperse in random directions, and spawn new bolts I think will be the hard part. I will be going through L systems to see if the answer is there.
Has anyone done this effect? Any ideas or keywords that may lead to this growing effect? Also, how to set the target for the bolt?
Please share anything lightning related as I will be spending the next weeks on this effect, and trying to build a sophisticated tool. That I will gladly share if it is worth sharing.
Thanks. Good community
I am trying to achieve the “spider lightning”, as shown here:
https://www.youtube.com/watch?v=Y5CzaVctGWg [youtube.com]
I have not stepped into lightning at all yet, but will be starting with the basic point to point. To get it to disperse in random directions, and spawn new bolts I think will be the hard part. I will be going through L systems to see if the answer is there.
Has anyone done this effect? Any ideas or keywords that may lead to this growing effect? Also, how to set the target for the bolt?
Please share anything lightning related as I will be spending the next weeks on this effect, and trying to build a sophisticated tool. That I will gladly share if it is worth sharing.
Thanks. Good community
Technical Discussion » Pyro Trail Dissipation
- James Rowe
- 38 posts
- Offline
The problem was I had fuel inefficiency set at 1, so all fuel was kept. So there was a trail of fuel where fire/smoke was always emitting. Fuel inefficiency = length of trail.
Technical Discussion » Pyro Trail Dissipation
- James Rowe
- 38 posts
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Technical Discussion » Pyro Trail Dissipation
- James Rowe
- 38 posts
- Offline
Greetings,
I have a sphere animated along a curve. This is the source for a pyro sim, a meteor. Im trying to get the trail it leaves to dissipate more. To dissipate linearly into where it is emitting. The dissipation parameter on the pyro solver is only reducing the density uniformly. As in the entire sim dissipates at the same time. I know it says is reduces over time, but with a 200 frame difference between the first/last smoke emitted, there density is equally reduced. The dissipation parameter is acting like a static density multiplier.
I am a beginner and appreciate any input.
I have a sphere animated along a curve. This is the source for a pyro sim, a meteor. Im trying to get the trail it leaves to dissipate more. To dissipate linearly into where it is emitting. The dissipation parameter on the pyro solver is only reducing the density uniformly. As in the entire sim dissipates at the same time. I know it says is reduces over time, but with a 200 frame difference between the first/last smoke emitted, there density is equally reduced. The dissipation parameter is acting like a static density multiplier.
I am a beginner and appreciate any input.
Technical Discussion » Old pyro shader in H15
- James Rowe
- 38 posts
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Technical Discussion » Old pyro shader in H15
- James Rowe
- 38 posts
- Offline
How can I get the old pyro shader in H15? If I load a older scene that used it, it will load and work. But how to have it appear in material pallet for default H15 load? From what I know the fire density lookup ramp is needed for quality, transparent fire and this is why I am asking.
Thanks for your time
Thanks for your time
Technical Discussion » Controlling two ramp flags with one parameter
- James Rowe
- 38 posts
- Offline
Greetings,
Any ideas on how to animate two flags on a ramp with one parameter? I need to animate them from left to right, .01 difference between the two. To get a clean black to white sweep. It is for the disintegration effect. Having one slider for the effect when I package as HDA would be nice.
Thanks!
Any ideas on how to animate two flags on a ramp with one parameter? I need to animate them from left to right, .01 difference between the two. To get a clean black to white sweep. It is for the disintegration effect. Having one slider for the effect when I package as HDA would be nice.
Thanks!
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