Scott Keating


About Me

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Scott Keating is a production specialist at SideFX specializing in the user experience needs of Houdini artists. He is also an award-winning commercial illustrator, designer, and comic-book artist and his work has been published worldwide, in magazines, books, comics, and commercial products.


My Talks

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Lighting and Rendering
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Rigging and Muscles
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Houdini 16 for Games
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Thinking Procedurally
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Intro to VFX

My Tutorials

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Mantra User Guide
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PyroFX | Volcano
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Mantra Waterfall Render
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FLIP Fluid Waterfall

Recent Forum Posts

Clustered pyro sim skips some instances May 16, 2012, 5:11 p.m.


Its also possible that you'll need to switch to Reize Static, rather than dynamic.

Then make sure the final size/position of the containers are stored on the cluster points. That way, the ‘edge’ of the container will live in the right place in space the moment it appears.

(use a foreach on the points, or vops trickery if you're clever ). Just timeshift to the end of the cluster animation so they aren't shifting around on you.

Clustered pyro sim skips some instances May 16, 2012, 4:48 p.m.

Its likely that that particular cluster doesn't have enough of your source ( density I guess ) present on the frame its created so the resize container resizes down to nothing and then can't find the density once it does show up.

You may need to simulate in continuous mode, or delay the resizing of containers a frame or two to give the density a chance to build up before the resize….resizes.

obtain the same detail ... March 8, 2012, 11:06 a.m.

Nice explanation, thank you very much for this one.
I'm also digging pyro masterclasses from this site, but still example scenes would be nice. Much easier to tweak ready scene than building your own from zero.

For example i'm still cannot understand how to achieve that level of detail like in that volcano image - is it very dense grid simulation running for a week or distributed on ferm, or it's some upres, and what is the proper way to do upres, and does all those shelf tools actually will work if i will introduce some custom changes into AutoDOPNetworks, and lots more questions.


For the volcano simulation, the final simulation was quite high resolution which accounts for alot of the detail you are seeing. I believe the final simulation time for 400 frames was around 8 hours. Also, Coen is correct in saying that most of the detail/shape is coming from the shaping tools. Additionally, in order to get the correct ‘column’ of smoke for a volcano, you need to control the temperature field so that most of the heat stays inside the smoke ( low temperature diffusion ). Also, in this case the sim wasn't retimed since I wanted the cloud to develop slowly and build naturally.

We plan on releasing most of the demonstrations as tutorials along with .hip files in the near future.