Flame Thrower Help
6007 5 0- rizviali110
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Hello Everyone
I have created a flame thrower effect http://vimeo.com/53442745 [vimeo.com] with fumefx , now i want to create the same effect with houdini pyro, i ve been learning houdini from last few months, now I want to jump in completely with this flame thrower effect.
i am trying to get this effect with same approach in which random spheres are stamp in particle source as pyro source object. File is attached.
I have few questions
1- How do I control my sphere size with linear ramp like small in the beginning & large at the end.
2- How to render these out with separate passes.
Looking forward to Suggestions & advices.
:roll:
I have created a flame thrower effect http://vimeo.com/53442745 [vimeo.com] with fumefx , now i want to create the same effect with houdini pyro, i ve been learning houdini from last few months, now I want to jump in completely with this flame thrower effect.
i am trying to get this effect with same approach in which random spheres are stamp in particle source as pyro source object. File is attached.
I have few questions
1- How do I control my sphere size with linear ramp like small in the beginning & large at the end.
2- How to render these out with separate passes.
Looking forward to Suggestions & advices.
:roll:
FX - Artist / TD
- symek
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- rizviali110
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very nice example. it helped alot esp to learn vop network, idea of using particle fluid surface before assigning it to fuel vol is impressive as i was stuck with particle sourcing before knowing that thing …. still doing r&d with pyro and this tool .. i hope ll end up with some nice renders.
Thanks Symek!!
Thanks Symek!!
FX - Artist / TD
- rizviali110
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- cklosters
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The parameter's Label is: FireDensityBlend2interp
Try to find it and remove / change the expression. I noticed that when I drop down a Pyro shader, that parameter doesn't contain an expression.
Regarding the rendering of passes, the shader has under utils > exports various exports available that can be rendered to seperate image planes or images. On mantra nodes (mantra > properties > output) you can specify x amount of image planes to be rendered. Simply copy over the names mentioned on the pyro shader (ie: smoke_color).
Hope that helps!
Try to find it and remove / change the expression. I noticed that when I drop down a Pyro shader, that parameter doesn't contain an expression.
Regarding the rendering of passes, the shader has under utils > exports various exports available that can be rendered to seperate image planes or images. On mantra nodes (mantra > properties > output) you can specify x amount of image planes to be rendered. Simply copy over the names mentioned on the pyro shader (ie: smoke_color).
Hope that helps!
Senior Technical Artist Guerrilla Games
- rizviali110
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thanks for telling about shading passes technique i will definitely try those out after resolving this issue…..as i couldnt figure out how to remove/ change these troubling expressions
i ve found sc_cm_cmodel ,ec_cm_cmodel and firedensityblend , but i dont know wat i need to change to make it workable
:?
i ve found sc_cm_cmodel ,ec_cm_cmodel and firedensityblend , but i dont know wat i need to change to make it workable
:?
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