All right I found the problem. You see I was sourcing each smoke trail from a single moving particle that I Rasterized, when you do that houdini simply creates a square volume (it's size is @pscale) around that particle, now if your smoke Density Scale is too high or if the brightness is too high then the edges of the generated square will begin to show up.
The solution is to not source from a single moving particle but from a sphere or some other geometry. Then no matter how bright your smoke is no artifact will show up.
Thanks everybody for your help.
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Technical Discussion » Why does my smoke look blocky like this?
- REO_3D
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Technical Discussion » Why does my smoke look blocky like this?
- REO_3D
- 4 posts
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ianoreoNo, I already thought about that, it has ample room, in fact the padding I have is a little too much but I kept it like that just to be sure.
Are you hitting the edge of your smoke object's container? The automatic resizing node sometimes needs some adjustments and may accidentally clip your sim at the edges.
Technical Discussion » Why does my smoke look blocky like this?
- REO_3D
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I am generating smoke from particles (and coloring it). After the smoke is emitted it looks fine but the source is generating strange straight lines. Even when reducing the Density Scale it simply lowers the opacity of the whole thing but the issue is still there.
Houdini Indie and Apprentice » Houdini Indie should follow Unity's Pricing
- REO_3D
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I feel like the pricing on Houdini Indie is off.
As an Indie developers, we got used to pricing models like Unity's, where you use it for free until you make a certain amount of money, then you have to pay for subscription or a percentage of your prophets.
This is much better that this “Apprentice” version, which is restricted in key areas like exporting to the Houdini Engine (or exporting anything for that matter).
Here is my issue: I wanted to create assets and publish them on the Unity Asset Store, and see if that works out, but there are many problems with that:
So I think there is a lot of wasted potential there, if the Indie version was made free until one makes a certain amount I think it would make a lot more sense. At least for me.
As an Indie developers, we got used to pricing models like Unity's, where you use it for free until you make a certain amount of money, then you have to pay for subscription or a percentage of your prophets.
This is much better that this “Apprentice” version, which is restricted in key areas like exporting to the Houdini Engine (or exporting anything for that matter).
Here is my issue: I wanted to create assets and publish them on the Unity Asset Store, and see if that works out, but there are many problems with that:
- I can't use the Apprentice version commercially, even on a small scale
- I can't even test my assets inside of Unity
So I think there is a lot of wasted potential there, if the Indie version was made free until one makes a certain amount I think it would make a lot more sense. At least for me.
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