012 - Pyro Explosion - Pt.1 Smoke
🕑 Added 2023-01-15 14:01:00 +0000 UTCIn this first part of this series, we'll create a smoke simulation using Houdini’s SOP level pyro solver. We’ll talk through using falloffs to affect our smoke. We'll also setup the font and talk about tips and tricks to get the font to work nicely.
Comments
Luis Román
you can save it as a preset
adam tracksler
Hi Paul, Really enjoying this. around 24:15, you call up a script to do the $CEX/Y/Z, how do I save that off as a script that I can use? It looks like it would be a huge timesaver...
Paul Esteves
Yeah, which makes sense because you're telling it to stop sourcing after 12 frames. Which is another reason to use the solver method instead, like I show in the tutorial.
Luka
Hey Paul, Thanks for the response. I sent a video so you can see what I am talking about. The mops_shape_falloff is animating across with a linear falloff on. You will see that once I activate the frame range option in the solver, it only picks up the velocities within that range. I show the velocity vectors prior to running the sim so you can see there is data there.
Paul Esteves
Hey Philipp, not sure what you mean? With the little green dots? That's the default behaviour since... 19? maybe even Houdini 18, i'm not sure.
Philipp Welsing
Hi Paul, out of curiosity: How can you get the file cache nodes to look like yours after cooking? Probably total noob question. Thank you, love the tutorial already, the font stuff was SO worth it.
Paul Esteves
Yeah, it was super frustrating for me. I spent 3 hours dealing with MANY MANY MANY crashes. Eventually asked someone else to test the scene, no crash. So, sent in an RFE to sidefx and it was a GPU bug. Good to be aware of I guess (though, I'd like my 3 hours back please ;)).
Thank you for that GPU vellum tip I thought it was just me and my drivers but I have crashes in some parts of Vellum as well, probably why then. Noted