In this video tutorial, Urban Bradesko will show you how to create an awesome meteor effect inside Houdini. Download the Project File: www.rebelway.n...
A follow along tutorial would have to great to know where things could go wrong. Tutorials like this shows everything that has worked. Anyways thank you !
@@Rebelway No no no, it is okay that fast :3 calm down, just chill buddy. He is not complaining about the posting speed. It's nice ♥ keep it up. Thank you very much, really appreciate it.
I remember the first assignment I did for my FX course this year was meteorite. I simply used a rock for emitting pops and a pop wind pushing particles backward, that's all. 😂 but ofc it's not realistic as the one in this video.
Thank you for this tutorial! I have a few questions on rendering. How limited is karma with pyro compared to mantra? is it possible to apply pixel based noise in render time? Why didn't you use XPU in this tutorial? Thanks!
I was having an issue with the Flatten cloud node. It was simply the fact that I had set flatness top and bottom to 1 where, top should be 0 and bottom a number higher than 1
Unfortunately I have some problems with the project file. Using version 19.0.455 I get the following loading warning: Warning: Problem while synchronizing child node: Warning: Skipping unrecognized parameter "firstpointcount". Skipping unrecognized parameter "firstprimcount". [/obj/shot_01_wide/popnet12/source_first_input/sopsolver1/attribwrangle1] Problem while synchronizing child node: Warning: Skipping unrecognized parameter "firstpointcount". Skipping unrecognized parameter "firstprimcount". [/obj/shot_01_wide/popnet13/source_first_input/sopsolver1/attribwrangle1] Problem while synchronizing child node: Warning: Skipping unrecognized parameter "firstpointcount". Skipping unrecognized parameter "firstprimcount". [/obj/shot_01_wide/popnet14/source_first_input/sopsolver1/attribwrangle1] Problem while synchronizing child node: Warning: Skipping unrecognized parameter "firstpointcount". Skipping unrecognized parameter "firstprimcount". [/obj/shot_01_wide/popnet15/source_first_input/sopsolver1/attribwrangle1] Also when I want to render a frame of the Karma nodes I just get a black image. The mantra node works. When I create a Karma node in a new Houdini project the Karma render produces a normal expected image. Would be great if someone could help.
Hey ! Is there a new Rebelway FX challenge on the way ? I truly loved the last one, I learnt so much and would really appreciate doing this again. Please do an other one, even if there's no cash prize
Great tutorial ^^ Anybody knows how to change the rendering engine from CPU engine to XPU Karma Engine ? I say there is not a lot of informations around to how to make it
Possibly a ramping calculation connected to the distance from the ground, as well as the density of the air. Just using some more realistic physics that could be slowed down to about the 700mph that is being displayed instead of the 30,000 mph that would be the true speed of the meteor and the need for several joined shots showing the carnage after it falls to the ground ... but then the non-ignited debris sequences were never truly horrifying in any movies to date ...
I'm been trying to follow the tutorial and learn the program, but I've stumbled upon a problem and before resolving it, I can't move on. Basically after pointvelocity node the velocity should be in the direction of animated path (at least it seems like it in the video and in example file), but for me it doesn't work like that for some reason, instead the Velocity is in the direction of center point of the "world". So what could I have missed or done wrong? I couldn't spot any differences in the parameters in the example file. Thanks if somebody can help!
I believe Urban has his visualizer scale set to negative 1 giving the illusion that the velocity is pointing in the correct direction. You'll notice later that he sets the pop network to use incoming velocity times -0.5, meaning he is reversing the direction of the velocity vector to get it to point away from the direction the object is moving. It makes sense because the velocity you are calculating is that of the meteor. The meteor is moving downwards so the vector you get is one pointing downwards. If you negate that vector, suddenly you have one pointing upwards, which is exactly what you want.
Danny's answer is right - I am new but I picked up a trick for this. I added an attribute wrangle right after the first point velocity node in the node tree and added this: @v *= -.1;
am i wrong or these tutorials are for students that are familiar with houdini? i thought you gonna show how to do it from the first steps? I greet, Oskar
It probably depends on who you ask, but if you want to give it a try to see if you'd like it, you should check out our Houdini fundamentals course! www.rebelway.net/houdini-fundamentals