Hi all
I have a bit of an issue with the render of a PyroFX sim (Smokeless Flames). While the simulation looks great in the viewport, the render output “cuts-off” the flames and just shows a jaggy core “blob”. A smoke sim in the same project just renders fine.
I played around with the render types (micropoly / raytracer / etc) but that does not seem to have much of an effect…
Does anyone have an idea what the issue could be (also see the screenshot)?
Best,
Michael
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Houdini Indie and Apprentice » [Solved] Strange render results with PyorFX
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- teamimx
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Houdini Indie and Apprentice » Multiple DOP networks from PyroFX tab
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- teamimx
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Hi Dan
Perfect - thanks! Works like a charm
Another issue crept up though: While the fire simulation looks fine, the render of it seems cut-off or something else went wrong (see screenshots). The smoke sim, though, looks fine in the same render…any ideas?
Best regards,
Michael
Perfect - thanks! Works like a charm

Another issue crept up though: While the fire simulation looks fine, the render of it seems cut-off or something else went wrong (see screenshots). The smoke sim, though, looks fine in the same render…any ideas?
Best regards,
Michael
Houdini Indie and Apprentice » Multiple DOP networks from PyroFX tab
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- teamimx
- 23 posts
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Hi there
I am tinkering on a simulation that involves a volcano PyroFX preset and would like to include a second one (e.g. explosion).
When I create an object and apply the second PyroFX preset, it gets integrated with the existing DOP network - which I dont really want - I would like it to create two separate networks…
What is the right way to achieve this?
Best,
michael
I am tinkering on a simulation that involves a volcano PyroFX preset and would like to include a second one (e.g. explosion).
When I create an object and apply the second PyroFX preset, it gets integrated with the existing DOP network - which I dont really want - I would like it to create two separate networks…
What is the right way to achieve this?
Best,
michael
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