how to change smoke color?

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Hi friends,

I want to create smoke from points and use points as the source for smoke. each of the points has their own color, but the problem is that I can not change the color of smoke based on source color. I want to have multi color smoke base on the source color. Do you have any idea? Thanks for your kind attention.
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http://www.sidefx.com/docs/houdini11.0/examples/nodes/dop/flipsolver/FlipColorMix [sidefx.com]

go throw this example..
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Thank you very much kare about your attention. I will go through and see if it works
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take a look at the attached example, not a very clean scene, but it should illustrate one way of doing this.

Cheers,
Koen

Attachments:
advect_color.hipnc (642.5 KB)

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thank you Koen. actually the solution that Kare posted is not working
I think this solution only works for flip solver :?: or maybe because I am not a professional, I can not find out how to use it
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Dear Koen, thank you for your help. it works for me but the problem is that I can not render it. what I see in view port is not what I get in render. Also is there any other way to do such a thing? In this solution density field has to be omitted. What I have found out is that in your solution color field is displayed instead of the velocity field…
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Ah yeah, I think mantra still has the density field hard coded as the input to build the acceleration structure. (and most volume shaders expect a density field.) You can add a low res density field to the sim, or for example take the average of the rgb fields and rename that to density in a post process.

hope that helps.

Koen
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Thank you again koen. yeah that might be a solution but I am looking for a better way to do this like something kare introduced for flip solver… any other idea please??????
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no??? nothing??
or maybe it is impossible doing such a thing with current version of houdini????
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Please explain the problem a bit clearer. What can you not get out of the file I posted? It might need you to create a proper shader for it, but that should not be hard.

Koen
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keep in mind that if you name your color vector volume ‘Cd’, most shaders will use it correctly as multiplier of the diffuse, and therefore you'll get colored smoke
Tomas Slancik
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Dear Koen. As I said I am not professional I worked 3 days with your file!!!! ops: but I got nothing in render view. Would you please make its shader for me ops: I tried pyro shade but I got nothing. Thank you very much in advance…
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Koen's file set up to render with color.

Have a look at the SOPs inside the import_smoke1 Object.
I built a density field from the first color vector volume (as I am lazy and you don't have to mess with expressions to match resolutions), then set density to the luminance of that color field in a Volume VOP.

Then renamed color.* to Cd.* as all standard Houdini materials will use Cd to add to the base diffuse color.

Added camera, env light, Mantra ROP and there you go.

As for Koen's question about why does this even work (smoke falls) is it seems to come down to the DOP called “external_forces_relative_density” Gas External Forces DOP behaviour inside the Smoke Solver DOP. It looks to set the density of each voxel in the entire container to 1 even if the Density Field parameter is set to use “density” and that field doesn't exist.

This explaines why every single voxel in the box gets downward velocity from the Gravity DOP.

Attachments:
advect_color_565_render_color.hipnc (1.7 MB)

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Here's Koen's file set up with density based on the luminance of Cd and then feed both density and color in to the pyro simulation so that gravity is applied to the density channel and not all voxels in the simulation.

Displaying the velocity in the simulation now shows that gravity is being applied to the density which is based on the luminance of the color in SOPs prior to feeding in to the simulation.

Hope this helps clear things up.

Attachments:
advect_color_565_added_density_temperature.hipnc (1.6 MB)

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Thank you very very very very ….. much jeff and koen. you are hero
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Hello, i've been reading the topic because i'm having trouble coloring my smoke.
I attach a file where you can see that my source is colored but i can't get to transfer this color to the smoke sim.

If someone can see where i'm wrong please tell me

Thanks in advance!

Attachments:
coloredSmoke_04_T.hiplc (878.9 KB)

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Hi!!!

I've trying to replicate node by node and nothing

I did manage to transfer some color but it doesn't remain in the color… as soon the smoke is out of the emission volume it goes white

Also.. when i create a dop import for the smoke object it remains being white!!!!!!!!!

This is driving me crazy

What should i've been missing?

Attachments:
Captura de pantalla 2015-05-19 a la(s) 17.09.10.png (178.1 KB)

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