Thanks for your answer ! The problem is that at home I can't have the fluid I got yesterday, without particles I mean :?
I'll check this Tuesday !
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Houdini Indie and Apprentice » Fluid Object - Surface visualization
- Lewul
- 250 posts
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Houdini Indie and Apprentice » Fluid Object - Surface visualization
- Lewul
- 250 posts
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Hi,
I just have one question, sorry for creating a topic only for this…
When I use the “Emit Particle Fluid” tool, I do not see particles, like in this tutorial :
http://www.sidefx.com/index.php?option=com_content&task=view&id=2157&Itemid=262 [sidefx.com]
In the surface tab of the guides in the fluid object, there's is no such thing like “Sphere, Sprites, Grain, Particles”, like in the FLIP Object. So can I see particles for visualization ? Or this is not the tool to use for emitting fluid particles ?
Thanks,
Lewul.
I just have one question, sorry for creating a topic only for this…
When I use the “Emit Particle Fluid” tool, I do not see particles, like in this tutorial :
http://www.sidefx.com/index.php?option=com_content&task=view&id=2157&Itemid=262 [sidefx.com]
In the surface tab of the guides in the fluid object, there's is no such thing like “Sphere, Sprites, Grain, Particles”, like in the FLIP Object. So can I see particles for visualization ? Or this is not the tool to use for emitting fluid particles ?
Thanks,
Lewul.
Houdini Indie and Apprentice » Rendering smoke
- Lewul
- 250 posts
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“So you substitute temperature as your base smoke field instead of density and knowing the full range of your temperature across the simulation, you can pull out even more detail. Simply set the first set of min max parameters in the density shaping pipeline to the min and max ranges of your temperature (which remaps temperature to 0-1) and now adjust the ramp to adjust the density within the full range of temperature all from 0-1 at this point. ”
Sorry I have my answer ! (I read it a second time)
Sorry I have my answer ! (I read it a second time)
Houdini Indie and Apprentice » Rendering smoke
- Lewul
- 250 posts
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Thanks for your big answer
So if I understood correctly the most important field is the temperature one. As a novice in pyro I tend to underestimate the temperature field…
And the same for the ramp, I don't really understand the way it works, and also in Maya. Just the fact to translate a 2D ramp into a 3D shape… But it will come, I'm learning, so… Does the beginning of the ramp represent the inside of the smoke, or the outside, or the base ?… It's a bit confused.
But does the visualization of temperature (and others fields) affect the simulation or is it only for visualization in the viewport ? (or is it why you set the density as “temperature” with the same “source range” ?)
I'll have to read your post a few times before understanding it completely
Oh and what is “hammer time” ?
So if I understood correctly the most important field is the temperature one. As a novice in pyro I tend to underestimate the temperature field…
And the same for the ramp, I don't really understand the way it works, and also in Maya. Just the fact to translate a 2D ramp into a 3D shape… But it will come, I'm learning, so… Does the beginning of the ramp represent the inside of the smoke, or the outside, or the base ?… It's a bit confused.
But does the visualization of temperature (and others fields) affect the simulation or is it only for visualization in the viewport ? (or is it why you set the density as “temperature” with the same “source range” ?)
I'll have to read your post a few times before understanding it completely
Oh and what is “hammer time” ?
Houdini Indie and Apprentice » Rendering smoke
- Lewul
- 250 posts
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Hi,
Thanks for your answers !
I don't know why I took the billowy smoke shader instead of keeping the original shader…
So the shader is really important when creating smoke ? I mean if I want to control the amount of smoke I can only do it in the shader ? Because I didn't find the way to do it in the solver itself
Jeff, I will test your solution, thanks for the tip !
Just an other question : how can I see the shader I assigned to my pyro ?
Thanks for your answers !
I don't know why I took the billowy smoke shader instead of keeping the original shader…
So the shader is really important when creating smoke ? I mean if I want to control the amount of smoke I can only do it in the shader ? Because I didn't find the way to do it in the solver itself
Jeff, I will test your solution, thanks for the tip !
Just an other question : how can I see the shader I assigned to my pyro ?
Houdini Indie and Apprentice » Rendering smoke
- Lewul
- 250 posts
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Houdini Indie and Apprentice » Rendering smoke
- Lewul
- 250 posts
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Oh, this is what I get when I use “Micropolygon rendering” instead of the pbr. But it seems that the density is the same everywhere…
Houdini Indie and Apprentice » Rendering smoke
- Lewul
- 250 posts
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Hello,
Here's a screenshot of my scene, and I want my render to looks like the smoke in the viewport. Because in the render everything seems to be at the same density, but in the viewport there are a lot of differents shades in the smoke. Where do I have to go to control this kind of settings ?
Thanks
Lewul
Here's a screenshot of my scene, and I want my render to looks like the smoke in the viewport. Because in the render everything seems to be at the same density, but in the viewport there are a lot of differents shades in the smoke. Where do I have to go to control this kind of settings ?
Thanks
Lewul
Houdini Indie and Apprentice » Dynamic shattering substep question
- Lewul
- 250 posts
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Increase the resolution of your “glass”, and play with the “uniform divisions” (glass and ground). It might help
Houdini Lounge » Houdini 13 Wishlist.
- Lewul
- 250 posts
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