PIPE­LINE TECH­NIQUES: Sim­u­late Par­ti­cle Ad­vec­tion In houdini

3D Artist - - CONTENTS -

Make amaz­ing par­ti­cle sims

houdini has been tak­ing the FX world by storm for some time now, and if you’ve been look­ing for an op­por­tu­nity to branch out and be­come an FX wiz­ard there is no bet­ter time than now to get started. since the re­lease of houdini 16.5 the soft­ware from the team at sidefx has never been more ac­ces­si­ble and user friendly es­pe­cially for first time users.

in this tu­to­rial we will learn a sim­ple yet ef­fec­tive tech­nique for cre­at­ing amaz­ing par­ti­cle sim­u­la­tions us­ing houdini Pyro as an ad­vec­tion source to cre­ate ethe­real flow­ing par­ti­cle caches.

us­ing a sim­ple Pyro DOP net­work we can drive the emis­sion, force and ve­loc­ity of a POP sim and cre­ate this amaz­ing ef­fect in less than ten nodes!


Source your Pyro Be­fore we can cre­ate our par­ti­cle sim­u­la­tion we must first cre­ate our Pyro ad­vec­tion source. We will be­gin by cre­at­ing an ob­ject source to drive our Pyro sim­u­la­tion. start by ctrl-click­ing on the sphere in the cre­ate shelf at the top left of your screen, and then at­tach­ing a Bil­lowy smoke node from the Pyro shelf.


Pyro source node tree Most of the de­fault Pyro nodes will be all we need to get started. in this setup you will have a source Vol­ume, a smoke Ob­ject, a Re­size con­tainer, a Pyro solver and i also like to add a Gas Tur­bu­lence node at­tached to the Ve­loc­ity up­date in­put num­ber three. This will pro­vide us with a great base to start with that is easy to ma­nip­u­late with fast re­sults as long as you keep your cell di­vi­sion size rea­son­ably low in the smoke Ob­ject node.


Pyro solver set­tings in our Pyro solver we want to fo­cus on the sim­u­la­tion and shape tabs. un­der sim­u­la­tion you will want to in­crease your Timescale to 2, and to lower the de­fault Dif­fu­sion and cool­ing Rates so that your Pyro smoke will have enough up­ward mo­men­tum and not just linger close to the source. it is also im­por­tant to in­crease your buoy­ancy to some­thing like 10. un­der the shape tab, you will want to dra­mat­i­cally re­duce the Dis­si­pa­tion so that the smoke lives long enough to drive our par­ti­cle sim­u­la­tion, and be sure to add Dis­tur­bance, shred­ding and Tur­bu­lence to give it life.

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