Felixbuenen

Felixbuenen

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Fireworks low-density smoke trail? Dec. 10, 2014, 10:21 a.m.

Amazing, thanks so much ) ! I studied the scene file and it left me with some questions. I understood everything you did in the ‘explosion’ geometry sop (that is, building the actual volume source by stamping points). The tricky part - I find - is in dop context. I tried to understand it using Houdini Help, but not always with success. First of all did you use an off the shelf PyroFX tool, or have you created these dynamics from scratch? Then I had some more practical questions

- In the Source Volume dop under the ‘Volume Operation’ tab, you changed Source Volume to maximum and Velocity to Add. What does this mean?
- Under the ‘Mask’ tab, you set ‘density’ as a mask(?) for Velocity Volume. How does this affect the simulation?
- In the Pyro Solver under Shape > Dissipation, what’s the logic behind the wave-form of the ‘Remap Dissipation Field’? Shouldn’t it be a declining line, as smoke dissipates more and more over time?

Fireworks low-density smoke trail? Dec. 9, 2014, noon

Thanks for the reply! I uploaded the hipnc file. It's just a basic particle simulation. I've got the explosion + the particle trail of that explosion. I have done Houdini for some time now, but I can't say I've made a lot of progression, especially regarding fluid dynamics + pyro sims. I understand what you mean about the voxels, but I wouldn't be able to implement it in a smoke-simulation.

Impulse Count Dec. 6, 2014, 12:37 p.m.

It's not really clear what you're trying to do, but if you want to emit, say, 25 particles at frame 29 you should do this in the particle emitter node

impulse activation $FF == 29
impulse count 25

This will emit 25 particles at frame 29.