I now know how to set up a linear workflow in Houdini. Having that out of the way, brings me to the next question:
What is the best way to render pyro effects?
I know micropolygon + depth map shadows is a good combo. I tried that, and it works fine!
www.scratch-arts.net/Downloads/Dragons_Breath_01.jpg
Disadvantage: no bounced light (of the pyro effect).
It would be very nice if the flame realy would emmit light (as in reality). In oder to also get this bounced light (e.g. on the dragon, or on the floor if there would be one), I assume I'd have to switch to micropolygon PBR or PBR right? (To get more than one diffuse bounce.) I tried to set this up, but it is (as I somehow expected) incredible slow.
Is there a way to get this working? Or what is the best way to get bounced (pyro) light? I'd be very glad about some advice here. Rendering volumes is a tricky thing!
Thank You!
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Houdini Indie and Apprentice » How to create a "spit fire" - effect?
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Houdini Indie and Apprentice » How to create a "spit fire" - effect?
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Progress!!
https://www.youtube.com/watch?v=ux6VmO3AB5s [youtube.com]
I set up a particle simulation to start with and then used the “source from points/particles” method. Took me nearly a day to massage the parameters of the pyro solver but in the end it gave me a pretty cool result! It is a bit to slow, and I need to add more detail, but eventhough, for being my first test, it turned out really well!
Question: Is the upres-workflow still needed in H12? I read that it isnt, but I wanted to doublecheck with you guys.
https://www.youtube.com/watch?v=ux6VmO3AB5s [youtube.com]
I set up a particle simulation to start with and then used the “source from points/particles” method. Took me nearly a day to massage the parameters of the pyro solver but in the end it gave me a pretty cool result! It is a bit to slow, and I need to add more detail, but eventhough, for being my first test, it turned out really well!
Question: Is the upres-workflow still needed in H12? I read that it isnt, but I wanted to doublecheck with you guys.
Houdini Indie and Apprentice » How to create a "spit fire" - effect?
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I'm sorry that I have missed your answer.
Nevertheless, what you've posted is very helpfull! And as said on odforce, thx for taking the time to answer in such a detailed way!
I think and see now that I have to invest some more time in understanding the solver in more detail first before I can try to create such an effect!
Thx again!
Nevertheless, what you've posted is very helpfull! And as said on odforce, thx for taking the time to answer in such a detailed way!
I think and see now that I have to invest some more time in understanding the solver in more detail first before I can try to create such an effect!
Thx again!
Houdini Indie and Apprentice » How to create a "spit fire" - effect?
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Even though I went through quite some tutorials lately, I'm still struggling here…
Anyone to spare a good tip?
What I found yesterday is a flamethrower asset in the orbolt store. Checking it out at the moment. Is this a good example to refere to or rather not?
Anyone to spare a good tip?
What I found yesterday is a flamethrower asset in the orbolt store. Checking it out at the moment. Is this a good example to refere to or rather not?
Houdini Indie and Apprentice » How to create a "spit fire" - effect?
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Woha, thx jeff for the very quick reply!
I am just starting to explore this, so maybe I'm missing some basics aswell. It's somehow hard for me to dig myself into this topic because pyro changed alot in the newest release as far as I know - making nearly every tutorial out there obsolete. Please correct me if I am wrong here. (Sourcing changed alot, and the lowres upres workflow is no longer needed (I tookt hat information from peter quint tutorials).
This is what I've got so far (file attached):
Boyancy is already way down so that the fire/smoke is only heading horizontal and just a little bit vertical, instead of getting pulled up instantly.
If you have any tips for me how to start with all this (also if you want me to go over some reading, or tutorials, just fire ahead) or if you can provide me with a small example, I would be very greatful. Anything would help
As said before, I very much apreciate your efforts! Thx!
I am just starting to explore this, so maybe I'm missing some basics aswell. It's somehow hard for me to dig myself into this topic because pyro changed alot in the newest release as far as I know - making nearly every tutorial out there obsolete. Please correct me if I am wrong here. (Sourcing changed alot, and the lowres upres workflow is no longer needed (I tookt hat information from peter quint tutorials).
This is what I've got so far (file attached):
Boyancy is already way down so that the fire/smoke is only heading horizontal and just a little bit vertical, instead of getting pulled up instantly.
If you have any tips for me how to start with all this (also if you want me to go over some reading, or tutorials, just fire ahead) or if you can provide me with a small example, I would be very greatful. Anything would help
As said before, I very much apreciate your efforts! Thx!
Houdini Indie and Apprentice » How to create a "spit fire" - effect?
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Hey folks,
I'm doing research for a “dragon spits fire” effect I want to create and would like to hear your input/opinions on how to aproach this task the best and most efficiant way.
What I've got so far:
I'd like to use pyro2 for the simulation but I'm having a hard time to make the fire go where I want. I experiemented with sourcing from an object (poly selection of the dragons mouth), giving the source some velocity (source volume node), but that does not produce the required effect.
I then remembered a very impressive “spit fire” scene done by framestore in a 2011 supberball-ad of coca cola called “Siege”. It's exactly what I would like to recreate in general (somehow simplified of course, knowing that it is hard to do alone what a whole fx-team at framestore did). Anyway, as a reference, here is the making of where I figured they use particles for the effect (scrub to 1:42): http://www.youtube.com/watch?v=reWO88dXCW8 [youtube.com]
My question now: How do I setup the pyro-sim with particles?
I know the basics of both worlds (also went through some related Peter Quint tutorials) but I don't know how to bring them together. I saw the shelftool “source from points”, but I lack the knowledge on how to use this propperly. Maybe someone of you can show me an example, or a starting point how to tackle this.
I'd very much appreciate! Thx in advace!
I'm doing research for a “dragon spits fire” effect I want to create and would like to hear your input/opinions on how to aproach this task the best and most efficiant way.
What I've got so far:
I'd like to use pyro2 for the simulation but I'm having a hard time to make the fire go where I want. I experiemented with sourcing from an object (poly selection of the dragons mouth), giving the source some velocity (source volume node), but that does not produce the required effect.
I then remembered a very impressive “spit fire” scene done by framestore in a 2011 supberball-ad of coca cola called “Siege”. It's exactly what I would like to recreate in general (somehow simplified of course, knowing that it is hard to do alone what a whole fx-team at framestore did). Anyway, as a reference, here is the making of where I figured they use particles for the effect (scrub to 1:42): http://www.youtube.com/watch?v=reWO88dXCW8 [youtube.com]
My question now: How do I setup the pyro-sim with particles?
I know the basics of both worlds (also went through some related Peter Quint tutorials) but I don't know how to bring them together. I saw the shelftool “source from points”, but I lack the knowledge on how to use this propperly. Maybe someone of you can show me an example, or a starting point how to tackle this.
I'd very much appreciate! Thx in advace!
Houdini Indie and Apprentice » Actual Pyro2 and FLIP-Fluid Tutorials?
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Oh Yes!
I just saw it on facebook the other day and watched it instantly!
It's cool to see that sidefx is keeping up doing all those great tutorials!
But thx for your tip rafaels! I'm glad to have such a responsive community on my hands to ask questions, this is just great!
I just saw it on facebook the other day and watched it instantly!
It's cool to see that sidefx is keeping up doing all those great tutorials!
But thx for your tip rafaels! I'm glad to have such a responsive community on my hands to ask questions, this is just great!
Houdini Indie and Apprentice » Actual Pyro2 and FLIP-Fluid Tutorials?
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Thx for your comment!
I know a lot of peter's tutorials and he is really awesome! I already went through his Smoke stuff, and that has been pretty enlightening! But unfortunately he has nothing on Pyro2 and very little on FLIP liquids yet. I'll keep watching
I know a lot of peter's tutorials and he is really awesome! I already went through his Smoke stuff, and that has been pretty enlightening! But unfortunately he has nothing on Pyro2 and very little on FLIP liquids yet. I'll keep watching
Houdini Indie and Apprentice » Actual Pyro2 and FLIP-Fluid Tutorials?
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Hey there
I'm exploring smoke, fire and liquids in houdini at the moment and I'm wondering if there are some good (actual!) learning resources (fundamentals) to start from. Anything would help, books, video tutorials,…just fire ahead!
My problem I'm facing at the moment is, that most of the existing tutorial material out there (sidefx, digital tutors, cmi-vfx, fxphd, etc.) regarding these topcis are more or less outdated since H12 introduced a completely new approach with Pyro2 and FLIP-Fluids. Most of the workflows are dramatically changed so you can't rely on already existing, older tutorials.
The only difference is the sidefx waterfall tutorials for Flip Fluids in H12! This is absolutely great, but it is a littel heavy for a beginner like me. For Pyro 2 is as far as I know, there isnt really material out there anywhere yet (correct me please if I'm wrong!)
Since these topics (smoke, fire, liquids) are more on the complex side I would really appreciate a little help. I of course tried to dig through myself (using the shelf, trying to encrypt all the nodes it lays down), but only going that way will take very long and might get frustrating. Maybe you guy's tumbled over something usefull you are willing to share
Thx in advance! Looking forward to your answers!
Houdini rocks!
cheers
Philipp
I'm exploring smoke, fire and liquids in houdini at the moment and I'm wondering if there are some good (actual!) learning resources (fundamentals) to start from. Anything would help, books, video tutorials,…just fire ahead!
My problem I'm facing at the moment is, that most of the existing tutorial material out there (sidefx, digital tutors, cmi-vfx, fxphd, etc.) regarding these topcis are more or less outdated since H12 introduced a completely new approach with Pyro2 and FLIP-Fluids. Most of the workflows are dramatically changed so you can't rely on already existing, older tutorials.
The only difference is the sidefx waterfall tutorials for Flip Fluids in H12! This is absolutely great, but it is a littel heavy for a beginner like me. For Pyro 2 is as far as I know, there isnt really material out there anywhere yet (correct me please if I'm wrong!)
Since these topics (smoke, fire, liquids) are more on the complex side I would really appreciate a little help. I of course tried to dig through myself (using the shelf, trying to encrypt all the nodes it lays down), but only going that way will take very long and might get frustrating. Maybe you guy's tumbled over something usefull you are willing to share
Thx in advance! Looking forward to your answers!
Houdini rocks!
cheers
Philipp
Houdini Indie and Apprentice » Point SOP Forces in conjunction with Particles
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Houdini Indie and Apprentice » Point SOP Forces in conjunction with Particles
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Hey there,
I'm currently experimenting with some particles and was wondering how I can use the Point SOP's forces to affect my particles.
Questions in particular:
*can I use the point SOP's normal force to keep particles from colliding with my models so that they once they get near flow around them?
*can I restrict forces to act only in a certain volume? (e.g. that a sphere has this normal force, but particles get only affected if they get in a certain distance to the sphere)
Thx in advance for your help
I'm currently experimenting with some particles and was wondering how I can use the Point SOP's forces to affect my particles.
Questions in particular:
*can I use the point SOP's normal force to keep particles from colliding with my models so that they once they get near flow around them?
*can I restrict forces to act only in a certain volume? (e.g. that a sphere has this normal force, but particles get only affected if they get in a certain distance to the sphere)
Thx in advance for your help
Houdini Indie and Apprentice » Object disappear after clicking "High Quality Light
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which one in particular? Just to clarify and have something to compare to.
EDIT: just tried the new daily build and it is still broken. I've written a support request to SideFx. Now waiting for their reply.
EDIT: just tried the new daily build and it is still broken. I've written a support request to SideFx. Now waiting for their reply.
Houdini Indie and Apprentice » Object disappear after clicking "High Quality Light
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I would like to ask for an update of all of you guys
For me, nothing changed here with the new production build update for houdini 12 where they said they had furthermore improved the viewport. Is that right? What about your systems guys? Working now when switching to HQ or still broken?
SideFx, please fix this. It has been a very cool feature in H11 where it worked perfectly. You promised a “enhanced viewport” in H12 but all I see is either a mess, or nothing, or blackness, or white objects as soon as I try to use advanced vieport features.
Hope you guys at sidefx manage to fix this! It would be great!
For me, nothing changed here with the new production build update for houdini 12 where they said they had furthermore improved the viewport. Is that right? What about your systems guys? Working now when switching to HQ or still broken?
SideFx, please fix this. It has been a very cool feature in H11 where it worked perfectly. You promised a “enhanced viewport” in H12 but all I see is either a mess, or nothing, or blackness, or white objects as soon as I try to use advanced vieport features.
Hope you guys at sidefx manage to fix this! It would be great!
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