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Houdini Indie and Apprentice » Fluid Object - Surface visualization

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Lewul
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 2013年3月29日 12:04:22
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.
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Houdini Indie and Apprentice » Rendering smoke

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Lewul
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 2013年3月29日 08:45:06
“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)
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Houdini Indie and Apprentice » Rendering smoke

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Lewul
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 2013年3月29日 06:13:09
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” ?
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Houdini Indie and Apprentice » Rendering smoke

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Lewul
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 2013年3月28日 04:47:26
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 ?
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Houdini Indie and Apprentice » Rendering smoke

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Lewul
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 2013年3月27日 11:16:28
I found it, by tweaking the parameters of the shader… (I feel stupid)
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Houdini Indie and Apprentice » Rendering smoke

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Lewul
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 2013年3月27日 11:05:54
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…
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Houdini Indie and Apprentice » Rendering smoke

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Lewul
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 2013年3月27日 10:45:41
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
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Houdini Indie and Apprentice » Dynamic shattering substep question

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Lewul
249 posts
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 2013年3月26日 09:04:51
Increase the resolution of your “glass”, and play with the “uniform divisions” (glass and ground). It might help
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Houdini Lounge » Houdini 13 Wishlist.

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Lewul
249 posts
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 2013年3月22日 09:00:17
A better way to “make” UVs.
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