Hey guys I've had this issue for the longest time ever, 2 years+? I've been on and off when it comes to houdini, but I really want to master this program. Right now I suck at houdini's sim, I can model in it. Rendering and lighting I'm ok at, but when it comes to pyro and FLIP its my weakest area. And this is the reason why I started learning Houdini in the first place.
I have a shot that the camera pans from right to left, the shot is about 10 seconds, and in part of it I want to have a missile pass by, over a road. The shot is taken from a building, so you are going to see the trail for a long distance.
Using this as reference, how would I go about doing this?
http://www.google.com/imgres?imgurl=http://upload.wikimedia.org/wikipedia/commons/6/6d/US_Navy_020207-N-0000R-001_Standard_missile_launch_from_FFG_48.jpg&imgrefurl=http://commons.wikimedia.org/wiki/File:US_Navy_020207-N-0000R-001_Standard_missile_launch_from_FFG_48.jpg&h=1400&w=2100&sz=608&tbnid=ODQRMcfTzX0iqM:&tbnh=90&tbnw=135&zoom=1&usg=__i0P2mwxtwXlG7vTW5yORdkGXHQo=&docid=iJfLCwlAej0x4M&sa=X&ei=tdAWUZWhOoeY9QTigIGIBg&ved=0CEEQ9QEwAQ&dur=73 [google.com]
I tried tracking the “resize container” to the sphere that is emitting the smoke, but the smoke comes out all “steppy”. How would I go about making this look real as the reference, and keep the simulation working at such a fast pace?
Thanks
Making a missile trail with pyro
14391 6 0- hereacoon
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- LiveCycle
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Great idea. i would love to see tutorial on this. you may try to ask Peter Quint to do tutorial on this when he have time
http://vimeo.com/channels/54102 [vimeo.com]
http://vimeo.com/channels/54102 [vimeo.com]
- hereacoon
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- CeeGee
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- ragupasta
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Here is a simple file.
Basically I dropped an addsop to create a point in the origin. Fed that into a popnetwork, and gave it some velocity. Next copied a sphere to it, and that was the emitter setup.
I then used the flames tool in the pyro effects tab. After it initialized, I jumped back into the network containing the emitter. I added velocity in the velocity volumes tab of the “create fuel volume node”, and used a ch() to pull in the velocity from the emitters single particle from the popnetwork's source node. Then I inverted it “-ch()” and multiplied it by 2. This gives the fluid twice as much velocity in the exact opposite direction the particle is traveling.
The rest is a few minor tweaks on the pyro node, eg: Slowed down the buoyancy, and tweaked the dissipate and disturbance parameters.
That's it, just tweaking various parameters will work well for something as simple as a missile launch sequence.
Basically I dropped an addsop to create a point in the origin. Fed that into a popnetwork, and gave it some velocity. Next copied a sphere to it, and that was the emitter setup.
I then used the flames tool in the pyro effects tab. After it initialized, I jumped back into the network containing the emitter. I added velocity in the velocity volumes tab of the “create fuel volume node”, and used a ch() to pull in the velocity from the emitters single particle from the popnetwork's source node. Then I inverted it “-ch()” and multiplied it by 2. This gives the fluid twice as much velocity in the exact opposite direction the particle is traveling.
The rest is a few minor tweaks on the pyro node, eg: Slowed down the buoyancy, and tweaked the dissipate and disturbance parameters.
That's it, just tweaking various parameters will work well for something as simple as a missile launch sequence.
- hereacoon
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CeeGee
Try this
http://www.youtube.com/watch?v=Ed-sdDrePyo [youtube.com]
Thanks! I saw that, that is using particles, I really wanted a pyro sim.
- hereacoon
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ragupasta
Here is a simple file.
Basically I dropped an addsop to create a point in the origin. Fed that into a popnetwork, and gave it some velocity. Next copied a sphere to it, and that was the emitter setup.
I then used the flames tool in the pyro effects tab. After it initialized, I jumped back into the network containing the emitter. I added velocity in the velocity volumes tab of the “create fuel volume node”, and used a ch() to pull in the velocity from the emitters single particle from the popnetwork's source node. Then I inverted it “-ch()” and multiplied it by 2. This gives the fluid twice as much velocity in the exact opposite direction the particle is traveling.
The rest is a few minor tweaks on the pyro node, eg: Slowed down the buoyancy, and tweaked the dissipate and disturbance parameters.
That's it, just tweaking various parameters will work well for something as simple as a missile launch sequence.
Thank you! this is perfect, from what i can tell from the MOV. I can't wait to open this and play with this later today.
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