Greg Hughes
litote
About Me
Connect
LOCATION
ウェブサイト
Houdini Skills
Availability
Not Specified
Recent Forum Posts
Creat variation in fire shapeon moving object? 2026年8月31日22:29
Thanks Italimpex Productions!
I appreciate how much of your time you put in to producing such a comprehensive post. There are some clever techniques I wasn't aware of.
P.S.
On further experimentation, I found one way to get more variation in the fire like in the image is to adjust keyframes in the Pyro Bake Volume shader's Fire Intensity Ramp, particularly making the brightest parts more intense by increasing their Value above the default 1 (click on knot to set). This provides much more contrast of brightness.
I appreciate how much of your time you put in to producing such a comprehensive post. There are some clever techniques I wasn't aware of.
P.S.
On further experimentation, I found one way to get more variation in the fire like in the image is to adjust keyframes in the Pyro Bake Volume shader's Fire Intensity Ramp, particularly making the brightest parts more intense by increasing their Value above the default 1 (click on knot to set). This provides much more contrast of brightness.
Creat variation in fire shapeon moving object? 2026年8月30日23:00
I am creating a fiery moving object (plane wing on fire) and am trying to create the effect as seen in the image link of a fiery object falling through the sky. In this image the fire is broken up, rather than being uniform. Would this be achieved by adding noise to the burn attribute to create islands of bright intensity? Or is there another method to create the variation?

Some methods create islands of points to source the fire, although I find this creates fire trails that tend to merge together in to a solid flame and you lose the broken up effect.
On another topic, some techniques use a particle simulation to create the source for the burn/flame, while others just use particles that are scattered on the surface of the geo. I am not sure what the benefits are for using a particle simulation, but I do notice that it can cause dots of fire where the particles separate from the particle stream, which looks unrealistic, and there seems to be no fix for this, is that correct? Any advice on why to use particle sims would be welcome. The main benefit I know of is that it can remove fire stepping problems for fast moving objects.

Some methods create islands of points to source the fire, although I find this creates fire trails that tend to merge together in to a solid flame and you lose the broken up effect.
On another topic, some techniques use a particle simulation to create the source for the burn/flame, while others just use particles that are scattered on the surface of the geo. I am not sure what the benefits are for using a particle simulation, but I do notice that it can cause dots of fire where the particles separate from the particle stream, which looks unrealistic, and there seems to be no fix for this, is that correct? Any advice on why to use particle sims would be welcome. The main benefit I know of is that it can remove fire stepping problems for fast moving objects.
How to merge Objects and preserve materials? 2026年7月28日9:03
It is simplest to just attach a Material node at Geometry level to the Object Merge and select the correct material from the menu on the right of the Material file slot.