Just overwhelmed by the possibility of real-time pyro sims...Just a few weeks ago, I was working on an explosion and it took me a lot of time to just tweak a small setting and then wait to cache so that I can see its effect 😓
Quick question. When I flipped the Open CL off, and dialed in the new voxel size, my sim did not look really nice and detailed like yours. Was there anything else I needed to do to the pyro solver? Thanks, great tutorial!
could you possible do a tutorial on how to export the new shelf tools, such as aerial explosion, as a vdb. or does anyone know if there already is an existing tutorial on that, thanks
Heya, not sure if it warrants a tutorial, but here's the procedure: - Attach a convert VDB SOP to your aerial explosion's output. - Set the "Convert to" parameter to "VDB" - Attach a filecache SOP and set the geometry file's extension to .vdb - Hit "Save to disk" Boom - done :) Cheers, Mo
I get the feeling that Houdini is quickly realizing that Unreal is goin to eat it's lunch if it doesn't get real and simplify it's craziness. Nice tutorial.
I am wondering why my pyro solving is still pretty slow even after I turn on minimal opencl solve/opencl solve in pyro solver node. I have 2x 2080Ti btw
Very nice thank you! One little thing which is a bit annoying is your setting of the microphone, you shouldn't cut everything under 150 hz its really tough to listen to you like this😅 a 80 hz low cut is totally ok
Absolutely zero need to apologise. I'm just intrigued into what kind of hardware you're using to listen to this so I can tweak my setting... Cheers, Mo
@@Entagma on my smartphone 🤦🏼♂️ just through it's small speakers.... it's a S8. I rechecked it on my studio monitors and it sounds absolutely normal, so it was 100% the smartphone which made it sound that thin...