Support us on Patreon: www.patreon.com/entagma Houdini 18 is released - and these are a few quick tips on things we found neat. For more info: www.entagma.com
For those that can't find the "solving" tab in the new versions of Houdini: Fields tab: dissipation Shape tab: disturbance and the rest of setting that they were in the old "solving" tab. In the tab of turbulence I changed "threshold field" and "control field" to density to get a better result. Change the "Attrib Noise" for the "volumen noise fog" that is the correct and don't reduce to much the ramp I use "volume noise fog" with the parameter "spatial scale" in 0.2 for get more details in the volumen. Play with the "Remap" " Amplitude" and "Element Size" ( I reduced the Particle Scale to 1 in the "pyrosource" for more details ) The "Global Substeps" is in the "setup" tab / "simulation" The "padding" is in the "Bound" tab / "Resizing" I hope that this can help someone in the future.
@@AdamGolding-wn6od Its now at the bottom of the " disturbance " panel .. You can set a " threshold " that affects cut off values for density / temperature / divergence / pressure independent of each other ..
Love it, please more of these VFX FX knowledge :) It’s hard to transfer between all the great updates Houdini does. For example sourcing smoke from steps or tires now vs. previous Houdini version.
Your voice is awesome, but i can't watch your tutorials because your voice also makes me sleepy, it is like lullaby :) Thanks a lot for awesome tutorials :)
Great Tutorial. In my humble opinion, if a solver is not fully able to solve strong wind conditions, there should be an error message popup that prompts the user to try increasing the global substeps in the pyrosolver simulation tab (as you have done), and also a message to the user to go into pyrosolver/solving/advanced/resizing, and increase the padding a bit (as you have also done) It would amaze you how often we run into this exact problem at work and then it falls to the compositor to blur and smudge these artifacts frame by frame. Why fight your tools when you have them here at your fingertips. Thank you for the great video!!
For anyone trying to recreate this in Houdini 18.5, the Attrib noise node has been reworked a bit. You can recreate the same effect but you'll have to play with the nodes interface a little bit.
small question. I have a vdb velocity field (i used a volume wrangle node to make 2 points inside the volume behave like magnets) and i want the pyro sim to follow the fields in the volume. how can i do that
Hi! Could you please do a tutorial about how to create jet engine exhaust? I found many tutorials on smoky fire, but no practical tutorials on jet engine 😢😢
I tried following along on and was doing well until I got to the 'sourcing' section. My simulation of the smoke was not rising anywhere and seemed to be just contained but the shape of the pigs head. I am using an apprentice license and version 19.0.517 of houdini. Any help with this?
- Thanks for the quick " pyro " set up tutorial , Learning " houdini " for about 2 weeks now and this helped me to understand how to wrangle the 19.5 " sparse smoke " configuration to take input from a " fluid particle source ". Hooray for the " pyro solver " node as well. Its the only time I get above 90% cpu utilisation in " houdini " , and that makes me warm inside .. Most times even " FLIP " sim only does around 20 - 40 % cpu which is disappointing when you have a nice Threadripper. I understand its a time dependent , single - thread operation but how do the cpu farms accelerate this process ? Tried the " minimal openCL " simulation though its slower because the " sparse " version can be optimised for active points rather than running in " dense " mode ..
There also seems to be a problem with " minimal openCL " .. In that the gpu utilization is only around 30 - 40 % as well. I'm guessing the data being transferred across is too much for the bandwidth there. If this happens with a small test scene - then its basically useless for any larger simulations ? Have seen " axiom " though its kind of pricey for a one - trick pony. Might go dive into " nvidia nano vdb " see how that goes ..
really wanna know how you guys achived the blue-orange density shader,I've been tweaking this for very long time,but still can't get close to this good.
If you don't mind I have a question which I may already know the answer to but need the expertise of somebody who works with CGI. If I were to create a "cool" image in Houdini and want to save it in ultra high resolution to important into my .psd, what is the highest possible resolution I can export as a "grab"? While my PS and still image software experience is "expert" my CGI isn't so much. Thanks.
- For " apprentice " its 720P and " indie " can go up to 4k .. Though " houdini " is all data underneath ? So the full version has no inherent limit for max image resolution on export. The constraint would be how much ram you have to render it all ..
Hi guys, I am a student and I just started to learn Houdini and your tutorials have been a great help for me. I was trying out your tutorial and I tried to replace the pig head with an animation I downloaded from mixamo and I first imported it as alembic and then fbx and both times Houdini didn't take the animation of the object into account and only calculated it for the single frame ... Can you guys help me
Thank you. Side FX makes simplest things so complicated. Takes 30 min for a low res pyro sim setup, seriously, I hope Autodesk buys them and makes it normal and logical as it is in 3dSmax. I think users should not have to deal with creating attributes, that's so dumb. It's like if you buy a car and they ship it to you in pieces so you have to put it together. Meanwhile you guys are doing such an amazing work with explaining this overly convoluted program. Thank you.